https://bugs.freedesktop.org/show_bug.cgi?id=104602

--- Comment #21 from Jason Playne <ja...@jasonplayne.com> ---
(In reply to Connor Abbott from comment #20)
> I wanted to make sure that improving the NIR path to reach parity with TGSI
> in local variable handling wouldn't break things, so I investigated this a
> bit more. It seems this is triggered by the fact that on Vega the TGSI path
> always uses scratch, even for smaller local arrays. This bloats the scratch
> space used by the VS in question. There are three back-to-back draw calls
> with this VS (used to build up the map), each using scratch, and it seems
> that radeonsi doesn't properly wait for each call to be done before starting
> the next and reuses the same scratch buffer, resulting in the threads from
> one draw call overwriting the scratch of the previous call. Hacking
> si_update_spi_tmpring_size() to always allocate a new scratch buffer "fixes"
> the black triangles.

Thanks heaps for looking into the issue Conner. Looking at the explanation on
what was happening makes it sound simple - I am sure the debugging effort was
far greater!

<3

-- 
You are receiving this mail because:
You are the assignee for the bug.
_______________________________________________
dri-devel mailing list
dri-devel@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/dri-devel

Reply via email to