Back in the dawn of time, we used to do immediate uploads for the vertex data, and all was well. However Maxwell dropped support for immediate vertex data, so we started feeding in a VBO (in all cases). But we forgot to disable some things that apply in such cases, specifically primitive restart and index bias. The latter was causing WoW and other Blizzard games trouble as they use a pattern where they draw with a base vertex (aka index bias), followed by texture uploads (aka blits, internally).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91526 Cc: "11.1 11.2" <mesa-sta...@lists.freedesktop.org> Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu> --- src/gallium/drivers/nouveau/nvc0/nvc0_surface.c | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/src/gallium/drivers/nouveau/nvc0/nvc0_surface.c b/src/gallium/drivers/nouveau/nvc0/nvc0_surface.c index f2ad4bf..27278d2 100644 --- a/src/gallium/drivers/nouveau/nvc0/nvc0_surface.c +++ b/src/gallium/drivers/nouveau/nvc0/nvc0_surface.c @@ -1315,6 +1315,17 @@ nvc0_blit_3d(struct nvc0_context *nvc0, const struct pipe_blit_info *info) } nvc0->state.num_vtxelts = 2; + if (nvc0->state.prim_restart) { + IMMED_NVC0(push, NVC0_3D(PRIM_RESTART_ENABLE), 0); + nvc0->state.prim_restart = 0; + } + + if (nvc0->state.index_bias) { + IMMED_NVC0(push, NVC0_3D(VB_ELEMENT_BASE), 0); + IMMED_NVC0(push, NVC0_3D(VERTEX_ID_BASE), 0); + nvc0->state.index_bias = 0; + } + for (i = 0; i < info->dst.box.depth; ++i, z += dz) { if (info->dst.box.z + i) { BEGIN_NVC0(push, NVC0_3D(LAYER), 1); -- 2.7.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev