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authorJason Ekstrand <[email protected]>2017-05-17 11:54:24 -0700
committerJason Ekstrand <[email protected]>2017-05-23 17:37:43 -0700
commit39adea9330376a64a4b5e8da98f5e055ebd3331e (patch)
tree6f3ab8cbee789721bdf99f20ecfeb770733a7b4b
parent50d0eb5096bd9514821a641f25c0b3455c0f8a88 (diff)
anv: Require vertex buffers to come from a 32-bit heap
Reviewed-by: Nanley Chery <[email protected]> Cc: "17.1" <[email protected]>
-rw-r--r--src/intel/vulkan/anv_device.c12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c
index ab7726fb93d..ab484ed0f9a 100644
--- a/src/intel/vulkan/anv_device.c
+++ b/src/intel/vulkan/anv_device.c
@@ -153,6 +153,18 @@ anv_physical_device_init_heaps(struct anv_physical_device *device, int fd)
for (uint32_t heap = 0; heap < device->memory.heap_count; heap++) {
uint32_t valid_buffer_usage = ~0;
+ /* There appears to be a hardware issue in the VF cache where it only
+ * considers the bottom 32 bits of memory addresses. If you happen to
+ * have two vertex buffers which get placed exactly 4 GiB apart and use
+ * them in back-to-back draw calls, you can get collisions. In order to
+ * solve this problem, we require vertex and index buffers be bound to
+ * memory allocated out of the 32-bit heap.
+ */
+ if (device->memory.heaps[heap].supports_48bit_addresses) {
+ valid_buffer_usage &= ~(VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
+ VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
+ }
+
if (device->info.has_llc) {
/* Big core GPUs share LLC with the CPU and thus one memory type can be
* both cached and coherent at the same time.