dEQP-GLES31.functional.stencil_texturing.format.stencil_index8_2d_array and dEQP-GLES31.functional.stencil_texturing.format.stencil_index8_cube both fail on Broadwell. These tests simply create a stencil texture, then draw using a shader that samples from it. Something about multi-layered textures breaks. No crazy blitting or packed depth/stencil stuff is involved - we simply have a S8 texture and rely on the sampler's W-tiling capabilities.
CC'ing Topi just in case he's bored (not likely!) and knows the solution already.
See also bug #93704.
I have patches for this.
Fixed by commit 1e44599a43f6e9e35c4e951d55897c4e5a750fb9 Author: Kenneth Graunke <kenneth@whitecape.org> Date: Tue Apr 26 01:44:51 2016 -0700 i965: Fix MapTextureImage for multi-slice/level stencil buffers. and commit fd9a7d8f30e8a4f73c7973a9d4e59082ecb5c1bf Author: Kenneth Graunke <kenneth@whitecape.org> Date: Thu Mar 3 01:58:13 2016 -0800 i965: Enable ARB_texture_stencil8 and OES_texture_stencil8 on Gen8+.
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