diff options
-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 = |