Merge pull request #6011 from stenzek/nvidia-vk-clears
Vulkan: Extend the NVIDIA MSAA bug to render-pass based clears
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commit
e52d8ef638
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@ -375,18 +375,23 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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// If we're not in a render pass (start of the frame), we can use a clear render pass
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// If we're not in a render pass (start of the frame), we can use a clear render pass
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// to discard the data, rather than loading and then clearing.
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// to discard the data, rather than loading and then clearing.
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bool use_clear_render_pass = (color_enable && alpha_enable && z_enable);
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bool use_clear_attachments = (color_enable && alpha_enable) || z_enable;
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS))
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bool use_clear_render_pass =
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!StateTracker::GetInstance()->InRenderPass() && color_enable && alpha_enable && z_enable;
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// The NVIDIA Vulkan driver causes the GPU to lock up, or throw exceptions if MSAA is enabled,
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// a non-full clear rect is specified, and a clear loadop or vkCmdClearAttachments is used.
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if (g_ActiveConfig.iMultisamples > 1 &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_CLEAR))
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{
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{
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use_clear_render_pass = false;
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use_clear_attachments = false;
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}
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// This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
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// This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
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// geomerty in "this" renderpass won't be cleared
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// geometry in "this" renderpass won't be cleared
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS))
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use_clear_render_pass = false;
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use_clear_render_pass = false;
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}
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if (StateTracker::GetInstance()->InRenderPass())
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{
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// Prefer not to end a render pass just to do a clear.
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use_clear_render_pass = false;
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}
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// Fastest path: Use a render pass to clear the buffers.
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// Fastest path: Use a render pass to clear the buffers.
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if (use_clear_render_pass)
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if (use_clear_render_pass)
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@ -398,8 +403,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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// Fast path: Use vkCmdClearAttachments to clear the buffers within a render path
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// Fast path: Use vkCmdClearAttachments to clear the buffers within a render path
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// We can't use this when preserving alpha but clearing color.
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// We can't use this when preserving alpha but clearing color.
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if (g_ActiveConfig.iMultisamples == 1 ||
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if (use_clear_attachments)
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!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS))
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{
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{
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VkClearAttachment clear_attachments[2];
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VkClearAttachment clear_attachments[2];
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uint32_t num_clear_attachments = 0;
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uint32_t num_clear_attachments = 0;
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@ -102,8 +102,8 @@ static BugInfo m_known_bugs[] = {
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BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true},
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BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true},
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{API_OPENGL, OS_LINUX, VENDOR_MESA, DRIVER_NOUVEAU, Family::UNKNOWN,
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{API_OPENGL, OS_LINUX, VENDOR_MESA, DRIVER_NOUVEAU, Family::UNKNOWN,
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BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true},
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BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true},
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{API_VULKAN, OS_ALL, VENDOR_NVIDIA, DRIVER_NVIDIA, Family::UNKNOWN,
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{API_VULKAN, OS_ALL, VENDOR_NVIDIA, DRIVER_NVIDIA, Family::UNKNOWN, BUG_BROKEN_MSAA_CLEAR, -1.0,
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BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS, -1.0, -1.0, true},
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-1.0, true},
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{API_VULKAN, OS_ALL, VENDOR_IMGTEC, DRIVER_IMGTEC, Family::UNKNOWN,
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{API_VULKAN, OS_ALL, VENDOR_IMGTEC, DRIVER_IMGTEC, Family::UNKNOWN,
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BUG_BROKEN_CLEAR_LOADOP_RENDERPASS, -1.0, -1.0, true},
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BUG_BROKEN_CLEAR_LOADOP_RENDERPASS, -1.0, -1.0, true},
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};
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};
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@ -254,11 +254,16 @@ enum Bug
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// Ended Version: -1
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// Ended Version: -1
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BUG_SHARED_CONTEXT_SHADER_COMPILATION,
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BUG_SHARED_CONTEXT_SHADER_COMPILATION,
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// Bug: vkCmdClearAttachments with MSAA enabled causes NVIDIA Maxwell+ cards to lock up.
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// Bug: Fast clears on a MSAA framebuffer can cause NVIDIA GPU resets/lockups.
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// Started version: -1
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// Started version: -1
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// Ended version: -1
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// Ended version: -1
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// Seems to only occur when the top of the clear rect is non-zero.
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// Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a
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BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS,
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// render pass with the load op set to clear can cause the GPU to lock up, or raise a
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// bounds violation. This only occurs on MSAA framebuffers, and it seems when there are
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// multiple clears in a single command buffer. Worked around by back to the slow path
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// (drawing quads) when MSAA is enabled.
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BUG_BROKEN_MSAA_CLEAR,
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// BUG: Some vulkan implementations don't like the 'clear' loadop renderpass.
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// BUG: Some vulkan implementations don't like the 'clear' loadop renderpass.
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// For example, the ImgTec VK driver fails if you try to use a framebuffer with a different
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// For example, the ImgTec VK driver fails if you try to use a framebuffer with a different
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// load/store op than that which it was created with, despite the spec saying they should be
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// load/store op than that which it was created with, despite the spec saying they should be
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