The game seems to expect fma to be unfused. Fixes depth-prepass artifacts.
I haven't tested the D3D12 version, but I think it doesn't work and needs
sparse depth/stencil images.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14458>
This fixes:
X Error of failed request: GLXBadWindow
Major opcode of failed request: 152 (GLX)
Minor opcode of failed request: 32 (X_GLXDestroyWindow)
Serial number of failed request: 9667
Current serial number in output stream: 9674
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13611>
In the menu of CS:GO R8_SRGB textures are uploaded and read back, and
since R8_SRGB can't be read back on GLES, because it is not a rendertarget
format and glGetTexImage and siblings don't exists, we can't default to
enabling reading back this format. This leads to an emulation of the
glGetTexImage calls issued by CS:GO, and this slows down the menus a lot
(below 1 fps on Intel XE hosts).
So add this driconf tweak and enable it for CS:GO to work around the issue.
It can be done safely, because in this case we actually can use the data
that is stored on the host in the backing IOV.
This tweak lets the CS:GO menu run at around 60 FPS when run with virgl
on a Intel XE host when it would run with less than 1 FPS without the tweak.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: John Bates <jbates@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13572>
To allow using non-constant sampler array index. This prevent
Mari render fail for any scene.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13304>
For matching executable with variable names like Mari which
append version string to its executable like: Mari4.5v2, Mari4.7v4.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13304>
A number of android games are so far, sadly, unaware of open source
drivers. And when they see an unknown driver they lump it in the lowest
performance tier, artificially limiting framerate and/or gfx settings.
So until the games catch up, use driconf to override vendor/renderer
settings for moar fps and nicer gfx.
Furthermore, some games seem to be limiting *too* conservatively when
we otherwise have plenty of headroom even if we claim to be a bigger
adreno. Possibly a concession to battery life or tighter thermal
constraints in a phone, as compared to something like a chromebook.
Or maybe the flagship gaming phone thing is a scam ;-)
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12135>
Add support for driconf overrides on a per-device level, for cases
where we don't want to override behavior for all devices supported
by a particular driver.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12135>
Unfortunately I contacted the dev about this issue years ago and he
made a fix, but it has never been released after all these years.
This stops the screen from being completely black in game.
CC: mesa-stable
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11941>
On APUs, we fake heaps to simulate a dGPU setup because it seems to
have the maximum compatibility. Though, some applications like RDR2
still only looks at GTT if the driver reports an iGPU which means it
will only use 1/3rd of total memory available.
This is currently behind a drirc option because it might have
implications for other apps but we might want to extend this later
if everything is fine.
Cc: 21.2 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11891>
Enable radeonsi_no_infinite_interp for Teardown to fix hangs.
Based on comments from #3714.
Tested-by: Joshua Ashton <joshua@froggi.es>
Signed-off-by: Joshua Ashton <joshua@froggi.es>
Acked-by: Martin Peres <martin.peres@mupuf.org>
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11814>
application_name_match is a regex... and DCC was also disabled for
DOOM Eternal (because DOOMEternal matches DOOM). Fun.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11805>
Both games perform two image layout transitions with the same image
in the same pipeline barrier with UNDEFINED and this re-initializes
DCC to the uncompressed state. No ideal solution sadly. Note that
both games declare all images as CONCURRENT.
This fixes rendering issues on GFX10+ because DCC for stores is
supported and this implicitly enables DCC for concurrent.
Fixes: da166f648f ("radv: enable DCC for concurrent images on GFX10")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4927
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/4607
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11656>
DXVK 1.8.1 marks position as always invariant but it's disabled for
SotTR because it introduces rendering issues on NV. The DX12 version
also likely needs that.
Fixes a similar foliage issue initially found with the native version.
Cc: 21.1 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11006>
DXVK 1.8.1 marks position as always invariant but the DX12 version
of the game has the same issue and it's not yet fixed on the
vkd3d-proton side.
Fixes some Z-fighting on GFX10.3.
Cc: 21.1 mesa-stable
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11029>