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-rw-r--r--src/gallium/drivers/vc5/vc5_draw.c28
1 files changed, 24 insertions, 4 deletions
diff --git a/src/gallium/drivers/vc5/vc5_draw.c b/src/gallium/drivers/vc5/vc5_draw.c
index 11d9e92a96b..02333ede5c5 100644
--- a/src/gallium/drivers/vc5/vc5_draw.c
+++ b/src/gallium/drivers/vc5/vc5_draw.c
@@ -147,10 +147,12 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
&vc5->constbuf[PIPE_SHADER_VERTEX],
&vc5->verttex);
+ /* See GFXH-930 workaround below */
+ uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
uint32_t shader_rec_offset =
vc5_cl_ensure_space(&job->indirect,
cl_packet_length(GL_SHADER_STATE_RECORD) +
- vtx->num_elements *
+ num_elements_to_emit *
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
32);
@@ -187,9 +189,9 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
shader.coordinate_shader_has_separate_input_and_output_vpm_blocks = true;
shader.vertex_shader_has_separate_input_and_output_vpm_blocks = true;
shader.coordinate_shader_input_vpm_segment_size =
- vc5->prog.cs->prog_data.vs->vpm_input_size;
+ MAX2(vc5->prog.cs->prog_data.vs->vpm_input_size, 1);
shader.vertex_shader_input_vpm_segment_size =
- vc5->prog.vs->prog_data.vs->vpm_input_size;
+ MAX2(vc5->prog.vs->prog_data.vs->vpm_input_size, 1);
shader.coordinate_shader_output_vpm_segment_size =
vc5->prog.cs->prog_data.vs->vpm_output_size;
@@ -240,9 +242,27 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
cl_emit_prepacked(&job->indirect, &attr_packed);
}
+ if (vtx->num_elements == 0) {
+ /* GFXH-930: At least one attribute must be enabled and read
+ * by CS and VS. If we have no attributes being consumed by
+ * the shader, set up a dummy to be loaded into the VPM.
+ */
+ cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
+ /* Valid address of data whose value will be unused. */
+ attr.address = cl_address(job->indirect.bo, 0);
+
+ attr.type = ATTRIBUTE_FLOAT;
+ attr.stride = 0;
+ attr.vec_size = 1;
+
+ attr.number_of_values_read_by_coordinate_shader = 1;
+ attr.number_of_values_read_by_vertex_shader = 1;
+ }
+ }
+
cl_emit(&job->bcl, GL_SHADER_STATE, state) {
state.address = cl_address(job->indirect.bo, shader_rec_offset);
- state.number_of_attribute_arrays = vtx->num_elements;
+ state.number_of_attribute_arrays = num_elements_to_emit;
}
vc5_bo_unreference(&cs_uniforms.bo);