Module: Mesa Branch: main Commit: b975d4e8004a68c821d8592adbd0b1402adbbd03 URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=b975d4e8004a68c821d8592adbd0b1402adbbd03
Author: Samuel Pitoiset <[email protected]> Date: Wed Sep 20 16:09:37 2023 +0200 radv: enable meshShaderQueries on GFX10.3 GFX11 support will come later. Signed-off-by: Samuel Pitoiset <[email protected]> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25950> --- src/amd/ci/radv-navi21-aco-fails.txt | 242 ++++++++++++++++++++++++++++++++++ src/amd/vulkan/radv_physical_device.c | 2 +- 2 files changed, 243 insertions(+), 1 deletion(-) diff --git a/src/amd/ci/radv-navi21-aco-fails.txt b/src/amd/ci/radv-navi21-aco-fails.txt index 6c19919f26b..e4f0f53a743 100644 --- a/src/amd/ci/radv-navi21-aco-fails.txt +++ b/src/amd/ci/radv-navi21-aco-fails.txt @@ -2,3 +2,245 @@ dEQP-VK.api.version_check.unavailable_entry_points,Fail dEQP-VK.query_pool.frag_invocations.frag_invs.primary,Fail dEQP-VK.query_pool.frag_invocations.frag_invs.secondary,Fail + +# Mesh shader lines bug (likely a RADV bug). +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.all_queries.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.host_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.no_reset.get.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_after.copy.wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.copy.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.mesh_only.inside_rp.single_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.include_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.multi_view.with_secondary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.only_primary,Fail +dEQP-VK.mesh_shader.ext.query.prim_query.lines.reset_before.get.no_wait.draw.32bit.no_availability.multiple_blocks.task_mesh.inside_rp.single_view.with_secondary,Fail diff --git a/src/amd/vulkan/radv_physical_device.c b/src/amd/vulkan/radv_physical_device.c index 0fa9875203b..ae41d17475e 100644 --- a/src/amd/vulkan/radv_physical_device.c +++ b/src/amd/vulkan/radv_physical_device.c @@ -929,7 +929,7 @@ radv_physical_device_get_features(const struct radv_physical_device *pdevice, st .taskShader = taskmesh_en, .multiviewMeshShader = taskmesh_en, .primitiveFragmentShadingRateMeshShader = taskmesh_en, - .meshShaderQueries = false, + .meshShaderQueries = pdevice->rad_info.gfx_level == GFX10_3, /* VK_VALVE_descriptor_set_host_mapping */ .descriptorSetHostMapping = true,
