(device->sync_syncobj_type.features & VK_SYNC_FEATURE_CPU_WAIT) != 0;
const bool rt_enabled = ANV_SUPPORT_RT && device->info.has_ray_tracing;
+
+ /* We are seeing hangs on other workloads when something using mesh
+ * shaders runs at the same time, so it's disabled by default.
+ */
+ const bool mesh_shader_enabled = device->info.has_mesh_shading &&
+ debug_get_bool_option("ANV_MESH_SHADER", false);
const bool nv_mesh_shading_enabled =
debug_get_bool_option("ANV_EXPERIMENTAL_NV_MESH_SHADER", false);
.EXT_memory_budget = (!device->info.has_local_mem ||
device->vram_mappable.available > 0) &&
device->sys.available,
- .EXT_mesh_shader = device->info.has_mesh_shading,
+ .EXT_mesh_shader = mesh_shader_enabled,
.EXT_mutable_descriptor_type = true,
.EXT_non_seamless_cube_map = true,
.EXT_pci_bus_info = true,
.INTEL_shader_integer_functions2 = true,
.EXT_multi_draw = true,
.NV_compute_shader_derivatives = true,
- .NV_mesh_shader = device->info.has_mesh_shading &&
+ .NV_mesh_shader = mesh_shader_enabled &&
nv_mesh_shading_enabled,
.VALVE_mutable_descriptor_type = true,
};