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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - [apitrace] Graphical artifacts in Civilization VI on RX Vega"
href="https://bugs.freedesktop.org/show_bug.cgi?id=104602#c21">Comment # 21</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - [apitrace] Graphical artifacts in Civilization VI on RX Vega"
href="https://bugs.freedesktop.org/show_bug.cgi?id=104602">bug 104602</a>
from <span class="vcard"><a class="email" href="mailto:jason@jasonplayne.com" title="Jason Playne <jason@jasonplayne.com>"> <span class="fn">Jason Playne</span></a>
</span></b>
<pre>(In reply to Connor Abbott from <a href="show_bug.cgi?id=104602#c20">comment #20</a>)
<span class="quote">> 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.</span >
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</pre>
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