From: Dave Airlie <[email protected]>

The shader reads the descriptor to decide if it should take the
fmask value, however we weren't initing it always, which meant
random crap, esp with MSAA depth textures.

Fixes random hangs with:
dEQP-VK.glsl.builtin_var.fragdepth.*

Signed-off-by: Dave Airlie <[email protected]>
---
 src/amd/vulkan/radv_image.c | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/src/amd/vulkan/radv_image.c b/src/amd/vulkan/radv_image.c
index 9a2f32b..6c28b4e 100644
--- a/src/amd/vulkan/radv_image.c
+++ b/src/amd/vulkan/radv_image.c
@@ -499,7 +499,8 @@ si_make_texture_descriptor(struct radv_device *device,
                                
S_008F20_PITCH_GFX6(image->fmask.pitch_in_pixels - 1);
                        fmask_state[5] |= S_008F24_LAST_ARRAY(last_layer);
                }
-       }
+       } else
+               memset(fmask_state, 0, 8 * 4);
 }
 
 static void
-- 
2.9.3

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