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i965: Bind null render targets for shadow sampling + color.
Portal 2 appears to bind RGBA8888_UNORM textures to a sampler2DShadow, and calls shadow2D() on it. This causes undefined behavior in OpenGL. Unfortunately, our sampler appears to hang in this scenario, which is not acceptable. Just give them a null surface instead, which returns all zeroes. Fixes GPU hangs in Portal 2 on Kabylake. Huge thanks to Jason Ekstrand for noticing this crazy behavior while sifting through crash dumps. Cc: mesa-stable@lists.freedesktop.org Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104487 Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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1 changed files with 32 additions and 1 deletions
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@ -1095,6 +1095,14 @@ const struct brw_tracked_state brw_renderbuffer_read_surfaces = {
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.emit = update_renderbuffer_read_surfaces,
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};
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static bool
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is_depth_texture(struct intel_texture_object *iobj)
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{
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GLenum base_format = _mesa_get_format_base_format(iobj->_Format);
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return base_format == GL_DEPTH_COMPONENT ||
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(base_format == GL_DEPTH_STENCIL && !iobj->base.StencilSampling);
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}
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static void
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update_stage_texture_surfaces(struct brw_context *brw,
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const struct gl_program *prog,
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@ -1121,9 +1129,32 @@ update_stage_texture_surfaces(struct brw_context *brw,
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if (prog->SamplersUsed & (1 << s)) {
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const unsigned unit = prog->SamplerUnits[s];
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const bool used_by_txf = prog->info.textures_used_by_txf & (1 << s);
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struct gl_texture_object *obj = ctx->Texture.Unit[unit]._Current;
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struct intel_texture_object *iobj = intel_texture_object(obj);
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/* _NEW_TEXTURE */
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if (ctx->Texture.Unit[unit]._Current) {
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if (!obj)
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continue;
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if ((prog->ShadowSamplers & (1 << s)) && !is_depth_texture(iobj)) {
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/* A programming note for the sample_c message says:
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*
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* "The Surface Format of the associated surface must be
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* indicated as supporting shadow mapping as indicated in the
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* surface format table."
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*
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* Accessing non-depth textures via a sampler*Shadow type is
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* undefined. GLSL 4.50 page 162 says:
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*
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* "If a shadow texture call is made to a sampler that does not
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* represent a depth texture, then results are undefined."
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*
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* We give them a null surface (zeros) for undefined. We've seen
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* GPU hangs with color buffers and sample_c, so we try and avoid
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* those with this hack.
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*/
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emit_null_surface_state(brw, NULL, surf_offset + s);
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} else {
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brw_update_texture_surface(ctx, unit, surf_offset + s, for_gather,
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used_by_txf, plane);
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}
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