I have seen a few applications and games do the dynamic buffer bounds incorrectly, this
make it easier to work around, e.g. for debugging.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
RADV_FROM_HANDLE(radv_pipeline_layout, layout, _layout);
unsigned dyn_idx = 0;
RADV_FROM_HANDLE(radv_pipeline_layout, layout, _layout);
unsigned dyn_idx = 0;
+ const bool no_dynamic_bounds = cmd_buffer->device->instance->debug_flags & RADV_DEBUG_NO_DYNAMIC_BOUNDS;
+
for (unsigned i = 0; i < descriptorSetCount; ++i) {
unsigned idx = i + firstSet;
RADV_FROM_HANDLE(radv_descriptor_set, set, pDescriptorSets[i]);
for (unsigned i = 0; i < descriptorSetCount; ++i) {
unsigned idx = i + firstSet;
RADV_FROM_HANDLE(radv_descriptor_set, set, pDescriptorSets[i]);
uint64_t va = range->va + pDynamicOffsets[dyn_idx];
dst[0] = va;
dst[1] = S_008F04_BASE_ADDRESS_HI(va >> 32);
uint64_t va = range->va + pDynamicOffsets[dyn_idx];
dst[0] = va;
dst[1] = S_008F04_BASE_ADDRESS_HI(va >> 32);
+ dst[2] = no_dynamic_bounds ? 0xffffffffu : range->size;
dst[3] = S_008F0C_DST_SEL_X(V_008F0C_SQ_SEL_X) |
S_008F0C_DST_SEL_Y(V_008F0C_SQ_SEL_Y) |
S_008F0C_DST_SEL_Z(V_008F0C_SQ_SEL_Z) |
dst[3] = S_008F0C_DST_SEL_X(V_008F0C_SQ_SEL_X) |
S_008F0C_DST_SEL_Y(V_008F0C_SQ_SEL_Y) |
S_008F0C_DST_SEL_Z(V_008F0C_SQ_SEL_Z) |
RADV_DEBUG_SYNC_SHADERS = 0x2000,
RADV_DEBUG_NO_SISCHED = 0x4000,
RADV_DEBUG_PREOPTIR = 0x8000,
RADV_DEBUG_SYNC_SHADERS = 0x2000,
RADV_DEBUG_NO_SISCHED = 0x4000,
RADV_DEBUG_PREOPTIR = 0x8000,
+ RADV_DEBUG_NO_DYNAMIC_BOUNDS = 0x10000,
{"syncshaders", RADV_DEBUG_SYNC_SHADERS},
{"nosisched", RADV_DEBUG_NO_SISCHED},
{"preoptir", RADV_DEBUG_PREOPTIR},
{"syncshaders", RADV_DEBUG_SYNC_SHADERS},
{"nosisched", RADV_DEBUG_NO_SISCHED},
{"preoptir", RADV_DEBUG_PREOPTIR},
+ {"nodynamicbounds", RADV_DEBUG_NO_DYNAMIC_BOUNDS},