[Bug 104602] [apitrace] Graphical artifacts in Civilization VI on RX Vega

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Comment # 21 on bug 104602 from
(In reply to Connor Abbott from comment #20)
> 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.

Thanks heaps for looking into the issue Conner. Looking at the explanation on
what was happening makes it sound simple - I am sure the debugging effort was
far greater!

<3


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