Reviewed-by: Bas Nieuwenhuizen <[email protected]>
On Fri, Jun 9, 2017 at 3:40 AM, Dave Airlie <[email protected]> wrote: > 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 > > _______________________________________________ > mesa-dev mailing list > [email protected] > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
