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>
This commit is contained in:
Jason Ekstrand 2018-08-25 17:08:04 -05:00
parent b2313ef4a8
commit 76b0e4d8c9

View file

@ -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 =