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author | Samuel Pitoiset <[email protected]> | 2019-01-28 17:41:07 +0100 |
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committer | Samuel Pitoiset <[email protected]> | 2019-01-29 15:20:55 +0100 |
commit | 3a8d6c0880891cf9ccbae8160932bb4cbd2c2ead (patch) | |
tree | 400530e21aeb8316c65f43c43853e536f02fbdb1 /src/mapi/entry.h | |
parent | 932ed9c00b99e6ec92146ec9e820f546cf3e6551 (diff) |
radv: re-enable fast depth clears for 16-bit surfaces on VI
This has been disabled some months ago because it introduced
rendering issues with Shadow Of Warrier II (DXVK). This game is
no longer affected, I wonder if 824cfc1ee5e ("radv: rework the
TC-compat HTILE hardware bug with COND_EXEC") fixed the problem.
I checked The Forest on my Polaris, and it renders fine too.
According to Phillip, this gives +5.5% with Rise Of The Tomb
Raider and DXVK. This is because DXVK uses 16-bit depth surfaces
while the native port from Feral uses 32-bit depth surfaces.
Unfortunately, Shadow Of The Tomb Raider isn't affected because
it clears each layer of a D16 array texture individually. So it
doesn't hit the fast clear path.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src/mapi/entry.h')
0 files changed, 0 insertions, 0 deletions