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.*

v2: check fmask_state is not NULL

Fixes: f4e499ec791 "radv: add initial non-conformant radv vulkan driver"
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..91c7e5f 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 if (fmask_state)
+               memset(fmask_state, 0, 8 * 4);
 }
 
 static void
-- 
2.9.3

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