radv: add a workaround for illegal depth/stencil descriptors with No Man's Sky
Using descriptors with both depth and stencil aspects is illegal in Vulkan and this hangs the GPU. Use NULL descriptors to mitigate the issue. Note that AMDVLK also ignores them. Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/13325 Cc: mesa-stable Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38180>
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@@ -0,0 +1,35 @@
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/*
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* Copyright © 2025 Valve Corporation
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*
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* SPDX-License-Identifier: MIT
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*/
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#include "radv_device.h"
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#include "radv_entrypoints.h"
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#include "radv_image_view.h"
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VKAPI_ATTR VkResult VKAPI_CALL
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no_mans_sky_CreateImageView(VkDevice _device, const VkImageViewCreateInfo *pCreateInfo,
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const VkAllocationCallbacks *pAllocator, VkImageView *pView)
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{
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VK_FROM_HANDLE(radv_device, device, _device);
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VkResult result;
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result = device->layer_dispatch.app.CreateImageView(_device, pCreateInfo, pAllocator, pView);
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if (result != VK_SUCCESS)
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return result;
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VK_FROM_HANDLE(radv_image_view, iview, *pView);
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if ((iview->vk.aspects == (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) &&
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(iview->vk.usage &
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(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT))) {
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/* No Man's Sky creates descriptors with depth/stencil aspects (only when Intel XESS is
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* enabled apparently). and this is illegal in Vulkan. Ignore them by using NULL descriptors
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* to workaroud GPU hangs.
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*/
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memset(&iview->descriptor, 0, sizeof(iview->descriptor));
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}
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return result;
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}
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@@ -21,6 +21,7 @@ radv_entrypoints_gen_command += [
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'--device-prefix', 'metro_exodus',
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'--device-prefix', 'rage2',
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'--device-prefix', 'quantic_dream',
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'--device-prefix', 'no_mans_sky',
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# Command buffer annotation layer entrypoints
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'--device-prefix', 'annotate',
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@@ -40,6 +41,7 @@ libradv_files = files(
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'layers/radv_metro_exodus.c',
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'layers/radv_rage2.c',
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'layers/radv_quantic_dream.c',
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'layers/radv_no_mans_sky.c',
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'layers/radv_rmv_layer.c',
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'layers/radv_rra_layer.c',
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'layers/radv_sqtt_layer.c',
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@@ -792,6 +792,8 @@ init_dispatch_tables(struct radv_device *device, struct radv_physical_device *pd
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add_entrypoints(&b, &rage2_device_entrypoints, RADV_APP_DISPATCH_TABLE);
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} else if (!strcmp(instance->drirc.debug.app_layer, "quanticdream")) {
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add_entrypoints(&b, &quantic_dream_device_entrypoints, RADV_APP_DISPATCH_TABLE);
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} else if (!strcmp(instance->drirc.debug.app_layer, "no_mans_sky")) {
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add_entrypoints(&b, &no_mans_sky_device_entrypoints, RADV_APP_DISPATCH_TABLE);
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}
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if (instance->vk.trace_mode & RADV_TRACE_MODE_RGP)
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@@ -305,5 +305,9 @@ Application bugs worked around in this file:
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<application name="Total War: WARHAMMER III" application_name_match="TotalWarhammer3">
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<option name="radv_disable_depth_storage" value="true"/>
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</application>
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<application name="No Man's Sky" application_name_match="No Man's Sky">
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<option name="radv_app_layer" value="no_mans_sky" />
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</application>
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</device>
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</driconf>
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