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Vulkan: Limit stencil workaround to Adreno 5xx #11694
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With device restore etc. everywhere.
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Very minor comments, overall looks great.
bool Has(uint32_t bug) const { | ||
return (flags_ & (1 << bug)) != 0; | ||
} | ||
void Infest(uint32_t bug) { |
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Ha, good verb.
if (caps_.vendor == GPUVendor::VENDOR_QUALCOMM) { | ||
// Adreno 5xx devices, all known driver versions, fail to discard stencil when depth write is off. | ||
// See: https://github.com/hrydgard/ppsspp/pull/11684 | ||
if (deviceProps.deviceID >= 0x05000000 && deviceProps.deviceID < 0x06000000) { |
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Ah, didn't realize they exposed such nice deviceID numbers. I wonder how reliable they are, but I guess we'll find out if they aren't.
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Right, I had checked several on vulkan.gpuinfo.org, they seemed pretty darn consistent, e.g. Adreno 418 =0x04010800 (sometimes the lowest bit is 1 or so, probably means a hardware revision of some kind.)
-[Unknown]
This also allows the ini setting to avoid it on Intel.
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Was no longer affecting behavior...
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This moves several bug checks to Draw as well, so that there's one place rather than multiple different ways we check for these bugs (e.g.
gl_extensions.bugs
.)Doesn't move the PowerVR precision bugs since I couldn't decide whether to make those shader id bits or not.
While messing with the stencil workaround, limits it to depth write disabled only (which seems safe so far.) Fixes #11535 (by dodging that driver bug.) May impact #11583.
-[Unknown]