diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp index bb8b36481a..7a94572b1e 100644 --- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp +++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp @@ -375,18 +375,23 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha // If we're not in a render pass (start of the frame), we can use a clear render pass // to discard the data, rather than loading and then clearing. - bool use_clear_render_pass = (color_enable && alpha_enable && z_enable); + bool use_clear_attachments = (color_enable && alpha_enable) || z_enable; + bool use_clear_render_pass = + !StateTracker::GetInstance()->InRenderPass() && color_enable && alpha_enable && z_enable; + + // The NVIDIA Vulkan driver causes the GPU to lock up, or throw exceptions if MSAA is enabled, + // a non-full clear rect is specified, and a clear loadop or vkCmdClearAttachments is used. + if (g_ActiveConfig.iMultisamples > 1 && + DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_CLEAR)) + { + use_clear_render_pass = false; + use_clear_attachments = false; + } + + // This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn + // geometry in "this" renderpass won't be cleared if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS)) - { - // This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn - // geomerty in "this" renderpass won't be cleared use_clear_render_pass = false; - } - if (StateTracker::GetInstance()->InRenderPass()) - { - // Prefer not to end a render pass just to do a clear. - use_clear_render_pass = false; - } // Fastest path: Use a render pass to clear the buffers. if (use_clear_render_pass) @@ -398,8 +403,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha // Fast path: Use vkCmdClearAttachments to clear the buffers within a render path // We can't use this when preserving alpha but clearing color. - if (g_ActiveConfig.iMultisamples == 1 || - !DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS)) + if (use_clear_attachments) { VkClearAttachment clear_attachments[2]; uint32_t num_clear_attachments = 0; diff --git a/Source/Core/VideoCommon/DriverDetails.cpp b/Source/Core/VideoCommon/DriverDetails.cpp index cce4daddb7..2885aea7e9 100644 --- a/Source/Core/VideoCommon/DriverDetails.cpp +++ b/Source/Core/VideoCommon/DriverDetails.cpp @@ -102,8 +102,8 @@ static BugInfo m_known_bugs[] = { BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true}, {API_OPENGL, OS_LINUX, VENDOR_MESA, DRIVER_NOUVEAU, Family::UNKNOWN, BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true}, - {API_VULKAN, OS_ALL, VENDOR_NVIDIA, DRIVER_NVIDIA, Family::UNKNOWN, - BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS, -1.0, -1.0, true}, + {API_VULKAN, OS_ALL, VENDOR_NVIDIA, DRIVER_NVIDIA, Family::UNKNOWN, BUG_BROKEN_MSAA_CLEAR, -1.0, + -1.0, true}, {API_VULKAN, OS_ALL, VENDOR_IMGTEC, DRIVER_IMGTEC, Family::UNKNOWN, BUG_BROKEN_CLEAR_LOADOP_RENDERPASS, -1.0, -1.0, true}, }; diff --git a/Source/Core/VideoCommon/DriverDetails.h b/Source/Core/VideoCommon/DriverDetails.h index 5a0a0f86c5..53f0c68739 100644 --- a/Source/Core/VideoCommon/DriverDetails.h +++ b/Source/Core/VideoCommon/DriverDetails.h @@ -254,11 +254,16 @@ enum Bug // Ended Version: -1 BUG_SHARED_CONTEXT_SHADER_COMPILATION, - // Bug: vkCmdClearAttachments with MSAA enabled causes NVIDIA Maxwell+ cards to lock up. + // Bug: Fast clears on a MSAA framebuffer can cause NVIDIA GPU resets/lockups. // Started version: -1 // Ended version: -1 - // Seems to only occur when the top of the clear rect is non-zero. - BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS, + // Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a + // render pass with the load op set to clear can cause the GPU to lock up, or raise a + // bounds violation. This only occurs on MSAA framebuffers, and it seems when there are + // multiple clears in a single command buffer. Worked around by back to the slow path + // (drawing quads) when MSAA is enabled. + BUG_BROKEN_MSAA_CLEAR, + // BUG: Some vulkan implementations don't like the 'clear' loadop renderpass. // For example, the ImgTec VK driver fails if you try to use a framebuffer with a different // load/store op than that which it was created with, despite the spec saying they should be