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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
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]>
Diffstat (limited to 'src')
-rw-r--r--src/amd/vulkan/radv_meta_clear.c8
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. */