vkd3d: Add flag to force native FP16 paths.

Apparently RT shaders in RE Engine require min16float to
be implemented as native FP16. Fun ... ._.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
Hans-Kristian Arntzen 2022-06-17 17:04:56 +02:00
parent afb87e013f
commit ee39209798
2 changed files with 5 additions and 2 deletions

View File

@ -90,6 +90,7 @@ extern "C" {
#define VKD3D_CONFIG_FLAG_FORCE_RAW_VA_CBV (1ull << 28)
#define VKD3D_CONFIG_FLAG_ZERO_MEMORY_WORKAROUNDS_COMMITTED_BUFFER_UAV (1ull << 29)
#define VKD3D_CONFIG_FLAG_ALLOW_SBT_COLLECTION (1ull << 30)
#define VKD3D_CONFIG_FLAG_FORCE_NATIVE_FP16 (1ull << 31)
typedef HRESULT (*PFN_vkd3d_signal_event)(HANDLE event);

View File

@ -532,7 +532,8 @@ static const struct vkd3d_instance_application_meta application_override[] = {
/* Resident Evil: Village (1196590).
* Game relies on mesh + sampler feedback to be exposed to use DXR.
* Likely used as a proxy for Turing+ to avoid potential software fallbacks on Pascal. */
{ VKD3D_STRING_COMPARE_EXACT, "re8.exe", 0, 0, VKD3D_APPLICATION_FEATURE_OVERRIDE_PROMOTE_DXR_TO_ULTIMATE },
{ VKD3D_STRING_COMPARE_EXACT, "re8.exe",
VKD3D_CONFIG_FLAG_FORCE_NATIVE_FP16, 0, VKD3D_APPLICATION_FEATURE_OVERRIDE_PROMOTE_DXR_TO_ULTIMATE },
{ VKD3D_STRING_COMPARE_NEVER, NULL, 0, 0 }
};
@ -6152,7 +6153,8 @@ static void vkd3d_init_shader_extensions(struct d3d12_device *device)
}
if (device->d3d12_caps.options4.Native16BitShaderOpsSupported &&
device->device_info.driver_properties.driverID == VK_DRIVER_ID_MESA_RADV)
(device->device_info.driver_properties.driverID == VK_DRIVER_ID_MESA_RADV ||
(vkd3d_config_flags & VKD3D_CONFIG_FLAG_FORCE_NATIVE_FP16)))
{
/* Native FP16 is buggy on NV for now. */
device->vk_info.shader_extensions[device->vk_info.shader_extension_count++] =