After some investigation, it seems like that disabling the UNK02C4
command avoid a read fault with texelFetch() from a compute shader.
I have no clue on what this method actually does, but this avoid the
GPU to hang with basic-texelFetch.shader_test without introducing any
compute-related regressions.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
BEGIN_NVC0(push, NVE4_CP(TEX_CB_INDEX), 1);
PUSH_DATA (push, 7); /* does not interfere with 3D */
+ /* Disabling this UNK command avoid a read fault when using texelFetch()
+ * from a compute shader for weird reasons.
if (obj_class == NVF0_COMPUTE_CLASS)
IMMED_NVC0(push, SUBC_CP(0x02c4), 1);
+ */
address = screen->uniform_bo->offset + NVC0_CB_AUX_INFO(5);