when an application doesn't update the contents of a descriptor set object, it contains random values and this might end up with GPU VM faults if a shader tries to access that descriptor.
The Vulkan spec doesn't state what a driver should do when a descriptor is unset, but zeroing the contents seems to be a safe solution. This fixes a GPU hang with Unity because a pixel shader tries to access a descriptor that is unset by the application. Though, maybe that descriptor load should have been DCE'd. Cc: Pierre-Loup A. Griffais <[email protected]> Signed-off-by: Samuel Pitoiset <[email protected]> --- src/amd/vulkan/radv_descriptor_set.c | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/amd/vulkan/radv_descriptor_set.c b/src/amd/vulkan/radv_descriptor_set.c index 260bfbc12b..6271f9d06e 100644 --- a/src/amd/vulkan/radv_descriptor_set.c +++ b/src/amd/vulkan/radv_descriptor_set.c @@ -327,6 +327,12 @@ radv_descriptor_set_create(struct radv_device *device, list_add(&set->vram_list, prev); } else return vk_error(VK_ERROR_OUT_OF_POOL_MEMORY_KHR); + + /* Initialize the descriptor set to zero in order to avoid GPU + * VM faults when an application doesn't update the contents of + * a descriptor set object. + */ + memset(set->mapped_ptr, 0, layout->size); } for (unsigned i = 0; i < layout->binding_count; ++i) { -- 2.14.1 _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
