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      <base href="https://bugs.freedesktop.org/">
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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - radv: Sampling depth-stencil image in GENERAL layout returns nothing but zero (regression, bisected)"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=110259">110259</a>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>radv: Sampling depth-stencil image in GENERAL layout returns nothing but zero (regression, bisected)
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>git
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Other
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Drivers/Vulkan/radeon
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>mesa-dev@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>philip.rebohle@tu-dortmund.de
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>mesa-dev@lists.freedesktop.org
          </td>
        </tr></table>
      <p>
        <div>
        <pre>Hello,

in some cases, DXVK creates depth-stencil images that are never transitioned
out of VK_IMAGE_LAYOUT_GENERAL. From a D3D11 point of view, these images are
only ever used for data transfers, and some of those transfers are implemented
via compute shaders, so the usage flags are (TRANSFER_SRC | TRANSFER_DST |
SAMPLED).

The problem is that the compute shaders in question read nothing but zeroes
when using the GENERAL layout for sampling. It does work correctly when using
SHADER_READ_ONLY_OPTIMAL, and it also works fine when setting RADV_DEBUG=nohiz.

Here's a renderdoc capture illustrating the issue:
<a href="https://mega.nz/#!5DAn3IhB!5Z7LWX0phZc3GBmYV86YpbYouueU-C342MbqYHjy_PU">https://mega.nz/#!5DAn3IhB!5Z7LWX0phZc3GBmYV86YpbYouueU-C342MbqYHjy_PU</a>

The bookmarked dispatch call reads the image and packs its contents into a
buffer. All buffer values should be 0x00FFFFFF if things work correctly, but
are 0x00000000 right now.

The commit which introduced the issue is:

    commit 3a2e93147f7fa4a6fd17313353113a33291c5ce0 (refs/bisect/bad)
    Author: Samuel Pitoiset <<a href="mailto:samuel.pitoiset@gmail.com">samuel.pitoiset@gmail.com</a>>
    Date:   Thu Mar 14 14:27:03 2019 +0100

        radv: always initialize HTILE when the src layout is UNDEFINED

This issue currently breaks the games Lords of the Fallen and The Surge.</pre>
        </div>
      </p>


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