Comment # 20
on bug 104602
from Connor Abbott
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.
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