This was causing crashes in The Talos Principle, on a pipeline without a fragment shader stage.
Signed-off-by: Jacek Konieczny <jaj...@jajcus.net> --- This was my attempt to fix The Talos Principle on Vulkan on Intel Haswell, the problem described in https://bugs.freedesktop.org/show_bug.cgi?id=94831 I don't quite understand the code I have changed, but it seems this change should help. And indeed, it does help a bit, but the game still crashes later, deep in the NIR compiler, which is over my abilities to comprehend. src/intel/vulkan/genX_cmd_buffer.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/intel/vulkan/genX_cmd_buffer.c b/src/intel/vulkan/genX_cmd_buffer.c index 0a5c404..925e894 100644 --- a/src/intel/vulkan/genX_cmd_buffer.c +++ b/src/intel/vulkan/genX_cmd_buffer.c @@ -288,7 +288,7 @@ cmd_buffer_flush_push_constants(struct anv_cmd_buffer *cmd_buffer) VkShaderStageFlags flushed = 0; - anv_foreach_stage(stage, cmd_buffer->state.push_constants_dirty) { + anv_foreach_stage(stage, cmd_buffer->state.push_constants_dirty & cmd_buffer->state.pipeline->active_stages) { if (stage == MESA_SHADER_COMPUTE) continue; -- 2.7.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev