Summary: | SIGSEGV - spirv_to_nir - in vkQuake | ||
---|---|---|---|
Product: | Mesa | Reporter: | Groleo Marius <groleo> |
Component: | Drivers/Vulkan/intel | Assignee: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Status: | RESOLVED FIXED | QA Contact: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Severity: | normal | ||
Priority: | medium | CC: | bugs.freedesktop.org, jason |
Version: | git | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: |
Description
Groleo Marius
2016-08-05 09:40:19 UTC
It looks like this line from vkquake/Shaders/postprocess.frag is causing the problem. layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput color_input; Taking out subpassInput and using simple in/out makes it start (though nothing gets rendered) Can you re-test? vkQuake seems to be working fine in current git (for me on RADV that uses the same infrastructure). This has been fixed since: commit 1d5ac0a462ac8c7f41e1e1adb1fc5a7db6038d17 Author: Jason Ekstrand <jason.ekstrand@intel.com> Date: Tue Nov 15 15:25:55 2016 -0800 anv: Set up binding tables and surface states for input attachments This commit adds the last remaining bits to support input attachments in the Intel Vulkan driver. For color and depth attachments, we allocate an input attachment surface state during vkCmdBeginRenderPass like we do for the render target surface states. This is so that we can incorporate the clear color and aux information as used in rendering. For stencil, we just treat it like a regular texture because we don't there is no aux. Also, only having to worry about at most one input attachment surface for each attachment makes some of the vkCmdBeginRenderPass code simpler. Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> |
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