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Vulkan: Extend the NVIDIA MSAA bug to render-pass based clears
Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a render pass with the load op set to clear can cause the GPU to lock up, or raise a bounds violation. This only occurs on MSAA framebuffers, and it seems when there are multiple clears in a single command buffer. Worked around by back to the slow path (drawing quads) when MSAA is enabled.
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@ -375,18 +375,23 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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// If we're not in a render pass (start of the frame), we can use a clear render pass
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// to discard the data, rather than loading and then clearing.
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bool use_clear_render_pass = (color_enable && alpha_enable && z_enable);
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bool use_clear_attachments = (color_enable && alpha_enable) || z_enable;
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bool use_clear_render_pass =
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!StateTracker::GetInstance()->InRenderPass() && color_enable && alpha_enable && z_enable;
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// The NVIDIA Vulkan driver causes the GPU to lock up, or throw exceptions if MSAA is enabled,
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// a non-full clear rect is specified, and a clear loadop or vkCmdClearAttachments is used.
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if (g_ActiveConfig.iMultisamples > 1 &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_CLEAR))
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{
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use_clear_render_pass = false;
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use_clear_attachments = false;
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}
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// This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
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// geometry in "this" renderpass won't be cleared
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS))
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{
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// This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
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// geomerty in "this" renderpass won't be cleared
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use_clear_render_pass = false;
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}
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if (StateTracker::GetInstance()->InRenderPass())
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{
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// Prefer not to end a render pass just to do a clear.
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use_clear_render_pass = false;
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}
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// Fastest path: Use a render pass to clear the buffers.
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if (use_clear_render_pass)
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@ -398,8 +403,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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// Fast path: Use vkCmdClearAttachments to clear the buffers within a render path
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// We can't use this when preserving alpha but clearing color.
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if (g_ActiveConfig.iMultisamples == 1 ||
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!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS))
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if (use_clear_attachments)
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{
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VkClearAttachment clear_attachments[2];
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uint32_t num_clear_attachments = 0;
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