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radv: fix VS prologs with GPL and static binding stride
When a graphics pipeline library is created with only the vertex input state, the driver binds this state at pipeline bind time. Though the vertex binding stride is not necessarily dynamic, in this case the pipeline stride should be used. This fixes GPU hangs with recent dEQP-VK.pipeline.fast_linked_library.vertex_input.*. Cc: mesa-stable Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22285>
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1 changed files with 14 additions and 3 deletions
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@ -3710,6 +3710,7 @@ lookup_vs_prolog(struct radv_cmd_buffer *cmd_buffer, const struct radv_shader *v
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STATIC_ASSERT(sizeof(union vs_prolog_key_header) == 4);
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assert(vs_shader->info.vs.dynamic_inputs);
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const struct radv_graphics_pipeline *pipeline = cmd_buffer->state.graphics_pipeline;
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const struct radv_vs_input_state *state = &cmd_buffer->state.dynamic_vs_input;
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struct radv_device *device = cmd_buffer->device;
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@ -3728,10 +3729,20 @@ lookup_vs_prolog(struct radv_cmd_buffer *cmd_buffer, const struct radv_shader *v
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uint8_t binding = state->bindings[index];
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if (!(cmd_buffer->state.vbo_bound_mask & BITFIELD_BIT(binding)))
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continue;
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uint8_t req = state->format_align_req_minus_1[index];
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struct radv_vertex_binding *vb = &cmd_buffer->vertex_bindings[binding];
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VkDeviceSize offset = vb->offset + state->offsets[index];
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if ((offset & req) || (vb->stride & req))
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uint64_t vb_offset = cmd_buffer->vertex_bindings[binding].offset;
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uint64_t vb_stride;
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if (pipeline->dynamic_states & (RADV_DYNAMIC_VERTEX_INPUT_BINDING_STRIDE |
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RADV_DYNAMIC_VERTEX_INPUT)) {
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vb_stride = cmd_buffer->vertex_bindings[binding].stride;
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} else {
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vb_stride = pipeline->binding_stride[binding];
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}
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VkDeviceSize offset = vb_offset + state->offsets[index];
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if ((offset & req) || (vb_stride & req))
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misaligned_mask |= BITFIELD_BIT(index);
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}
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cmd_buffer->state.vbo_misaligned_mask = misaligned_mask;
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