diff options
author | Jason Ekstrand <jason.ekstrand@intel.com> | 2018-08-25 17:08:04 -0500 |
---|---|---|
committer | Jason Ekstrand <jason.ekstrand@intel.com> | 2018-08-25 18:47:08 -0500 |
commit | 76b0e4d8c9d3cd8af0b665cec88bded7a61e8ad6 (patch) | |
tree | 1fb65d6bb215f31d8ac010fe0953f8320ecf497b /src | |
parent | b2313ef4a887e11b2008f9109e3741b7def88370 (diff) |
anv: Fill holes in the VF VUE to zero
This fixes a GPU hang in DOOM 2016 running under wine.
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104809
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Diffstat (limited to 'src')
-rw-r--r-- | src/intel/vulkan/genX_pipeline.c | 29 |
1 files changed, 28 insertions, 1 deletions
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c index 022f324606e..b531205508c 100644 --- a/src/intel/vulkan/genX_pipeline.c +++ b/src/intel/vulkan/genX_pipeline.c @@ -115,7 +115,34 @@ emit_vertex_input(struct anv_pipeline *pipeline, GENX(3DSTATE_VERTEX_ELEMENTS)); if (!p) return; - memset(p + 1, 0, (num_dwords - 1) * 4); + + for (uint32_t i = 0; i < total_elems; i++) { + /* The SKL docs for VERTEX_ELEMENT_STATE say: + * + * "All elements must be valid from Element[0] to the last valid + * element. (I.e. if Element[2] is valid then Element[1] and + * Element[0] must also be valid)." + * + * The SKL docs for 3D_Vertex_Component_Control say: + * + * "Don't store this component. (Not valid for Component 0, but can + * be used for Component 1-3)." + * + * So we can't just leave a vertex element blank and hope for the best. + * We have to tell the VF hardware to put something in it; so we just + * store a bunch of zero. + * + * TODO: Compact vertex elements so we never end up with holes. + */ + struct GENX(VERTEX_ELEMENT_STATE) element = { + .Valid = true, + .Component0Control = VFCOMP_STORE_0, + .Component1Control = VFCOMP_STORE_0, + .Component2Control = VFCOMP_STORE_0, + .Component3Control = VFCOMP_STORE_0, + }; + GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + i * 2], &element); + } for (uint32_t i = 0; i < info->vertexAttributeDescriptionCount; i++) { const VkVertexInputAttributeDescription *desc = |