Added to the commit message: This fixes a GPU hang in DOOM 2016 running under wine.
On Sat, Aug 25, 2018 at 5:17 PM Jason Ekstrand <ja...@jlekstrand.net> wrote: > Cc: mesa-sta...@lists.freedesktop.org > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104809 > --- > src/intel/vulkan/genX_pipeline.c | 29 ++++++++++++++++++++++++++++- > 1 file changed, 28 insertions(+), 1 deletion(-) > > diff --git a/src/intel/vulkan/genX_pipeline.c > b/src/intel/vulkan/genX_pipeline.c > index 022f324606e..b531205508c 100644 > --- a/src/intel/vulkan/genX_pipeline.c > +++ b/src/intel/vulkan/genX_pipeline.c > @@ -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 = > -- > 2.17.1 > >
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