diff options
author | Samuel Pitoiset <[email protected]> | 2019-01-28 17:41:07 +0100 |
---|---|---|
committer | Samuel Pitoiset <[email protected]> | 2019-01-29 15:20:55 +0100 |
commit | 3a8d6c0880891cf9ccbae8160932bb4cbd2c2ead (patch) | |
tree | 400530e21aeb8316c65f43c43853e536f02fbdb1 /src | |
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')
-rw-r--r-- | src/amd/vulkan/radv_meta_clear.c | 8 |
1 files changed, 0 insertions, 8 deletions
diff --git a/src/amd/vulkan/radv_meta_clear.c b/src/amd/vulkan/radv_meta_clear.c index b61345b9241..8805f0435e1 100644 --- a/src/amd/vulkan/radv_meta_clear.c +++ b/src/amd/vulkan/radv_meta_clear.c @@ -899,14 +899,6 @@ radv_image_can_fast_clear(struct radv_device *device, struct radv_image *image) } else { if (!radv_image_has_htile(image)) return false; - - /* GFX8 only supports 32-bit depth surfaces but we can enable - * TC-compat HTILE for 16-bit surfaces if no Z planes are - * compressed. Though, fast HTILE clears don't seem to work. - */ - if (device->physical_device->rad_info.chip_class == VI && - image->vk_format == VK_FORMAT_D16_UNORM) - return false; } /* Do not fast clears 3D images. */ |