radeonsi: update hack for HTILE corruption in ARK: Survival Evolved
It appears that flushing the DB metadata is actually not sufficient
since the driver uses the new VS blit shaders. This looks quite
strange though, but it seems like we need to flush DB for fixing
the corruption.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102955
Fixes: 69ccb9dae7
(radeonsi: use new VS blit shaders (VS inputs in SGPRs)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@ -6,5 +6,5 @@ DRI_CONF_SECTION_PERFORMANCE
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DRI_CONF_SECTION_END
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DRI_CONF_SECTION_DEBUG
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DRI_CONF_RADEONSI_CLEAR_DB_META_BEFORE_CLEAR("false")
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DRI_CONF_RADEONSI_CLEAR_DB_CACHE_BEFORE_CLEAR("false")
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DRI_CONF_SECTION_END
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@ -901,16 +901,16 @@ static void si_clear(struct pipe_context *ctx, unsigned buffers,
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* corruption in ARK: Survival Evolved, but that may just be
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* a coincidence and the root cause is elsewhere.
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*
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* The corruption can be fixed by putting the DB metadata flush
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* before or after the depth clear. (suprisingly)
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* The corruption can be fixed by putting the DB flush before
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* or after the depth clear. (surprisingly)
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*
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* https://bugs.freedesktop.org/show_bug.cgi?id=102955 (apitrace)
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*
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* This hack decreases back-to-back ClearDepth performance.
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*/
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if (sctx->screen->clear_db_meta_before_clear)
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sctx->b.flags |= SI_CONTEXT_FLUSH_AND_INV_DB_META |
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SI_CONTEXT_PS_PARTIAL_FLUSH;
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if (sctx->screen->clear_db_cache_before_clear) {
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sctx->b.flags |= SI_CONTEXT_FLUSH_AND_INV_DB;
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}
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}
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si_blitter_begin(ctx, SI_CLEAR);
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@ -1072,8 +1072,8 @@ struct pipe_screen *radeonsi_screen_create(struct radeon_winsys *ws,
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driQueryOptionb(config->options, "radeonsi_assume_no_z_fights");
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sscreen->commutative_blend_add =
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driQueryOptionb(config->options, "radeonsi_commutative_blend_add");
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sscreen->clear_db_meta_before_clear =
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driQueryOptionb(config->options, "radeonsi_clear_db_meta_before_clear");
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sscreen->clear_db_cache_before_clear =
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driQueryOptionb(config->options, "radeonsi_clear_db_cache_before_clear");
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sscreen->has_msaa_sample_loc_bug = (sscreen->b.family >= CHIP_POLARIS10 &&
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sscreen->b.family <= CHIP_POLARIS12) ||
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sscreen->b.family == CHIP_VEGA10 ||
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@ -98,7 +98,7 @@ struct si_screen {
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bool has_out_of_order_rast;
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bool assume_no_z_fights;
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bool commutative_blend_add;
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bool clear_db_meta_before_clear;
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bool clear_db_cache_before_clear;
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bool has_msaa_sample_loc_bug;
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bool dpbb_allowed;
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bool dfsm_allowed;
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@ -264,7 +264,7 @@ TODO: document the other workarounds.
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</device>
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<device driver="radeonsi">
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<application name="ARK: Survival Evolved (and unintentionally the UE4 demo template)" executable="ShooterGame">
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<option name="radeonsi_clear_db_meta_before_clear" value="true" />
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<option name="radeonsi_clear_db_cache_before_clear" value="true" />
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</application>
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</device>
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</driconf>
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@ -444,7 +444,7 @@ DRI_CONF_OPT_BEGIN_B(radeonsi_commutative_blend_add, def) \
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DRI_CONF_DESC(en,gettext("Commutative additive blending optimizations (may cause rendering errors)")) \
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DRI_CONF_OPT_END
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#define DRI_CONF_RADEONSI_CLEAR_DB_META_BEFORE_CLEAR(def) \
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DRI_CONF_OPT_BEGIN_B(radeonsi_clear_db_meta_before_clear, def) \
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DRI_CONF_DESC(en,"Clear DB metadata cache before fast depth clear") \
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#define DRI_CONF_RADEONSI_CLEAR_DB_CACHE_BEFORE_CLEAR(def) \
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DRI_CONF_OPT_BEGIN_B(radeonsi_clear_db_cache_before_clear, def) \
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DRI_CONF_DESC(en,"Clear DB cache before fast depth clear") \
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DRI_CONF_OPT_END
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