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authorDave Airlie <[email protected]>2017-06-09 02:11:29 +0100
committerEmil Velikov <[email protected]>2017-06-14 12:47:58 +0100
commit423dab9d324e774c807403549c8e67d826af7bd4 (patch)
tree16b9b83c2d2bffa8b5f8906dc48df6990b5475ab
parent18fd7249c515634bfe23fcf468239add5d5f4cc9 (diff)
radv: set fmask state to all 0s when no fmask. (v2)
The shader reads the descriptor to decide if it should take the fmask value, however we weren't initing it always, which meant random crap, esp with MSAA depth textures. Fixes random hangs with: dEQP-VK.glsl.builtin_var.fragdepth.* v2: check fmask_state is not NULL Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver" Reviewed-by: Bas Nieuwenhuizen <[email protected]> Signed-off-by: Dave Airlie <[email protected]> (cherry picked from commit 51553c0beaeb91b1f2cb3292ac55573309b1d86f) [Emil Velikov: resolve trivial conflicts] Signed-off-by: Emil Velikov <[email protected]> Conflicts: src/amd/vulkan/radv_image.c
-rw-r--r--src/amd/vulkan/radv_image.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/amd/vulkan/radv_image.c b/src/amd/vulkan/radv_image.c
index 3586e4c158b..4e6453cd168 100644
--- a/src/amd/vulkan/radv_image.c
+++ b/src/amd/vulkan/radv_image.c
@@ -382,7 +382,8 @@ si_make_texture_descriptor(struct radv_device *device,
S_008F24_LAST_ARRAY(last_layer);
fmask_state[6] = 0;
fmask_state[7] = 0;
- }
+ } else if (fmask_state)
+ memset(fmask_state, 0, 8 * 4);
}
static void