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authorSamuel Pitoiset <[email protected]>2019-01-28 17:41:07 +0100
committerSamuel Pitoiset <[email protected]>2019-01-29 15:20:55 +0100
commit3a8d6c0880891cf9ccbae8160932bb4cbd2c2ead (patch)
tree400530e21aeb8316c65f43c43853e536f02fbdb1 /src/mapi/meson.build
parent932ed9c00b99e6ec92146ec9e820f546cf3e6551 (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]>
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