for (uint32_t heap = 0; heap < device->memory.heap_count; heap++) {
uint32_t valid_buffer_usage = ~0;
+ /* There appears to be a hardware issue in the VF cache where it only
+ * considers the bottom 32 bits of memory addresses. If you happen to
+ * have two vertex buffers which get placed exactly 4 GiB apart and use
+ * them in back-to-back draw calls, you can get collisions. In order to
+ * solve this problem, we require vertex and index buffers be bound to
+ * memory allocated out of the 32-bit heap.
+ */
+ if (device->memory.heaps[heap].supports_48bit_addresses) {
+ valid_buffer_usage &= ~(VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
+ VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
+ }
+
if (device->info.has_llc) {
/* Big core GPUs share LLC with the CPU and thus one memory type can be
* both cached and coherent at the same time.