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.
This commit is contained in:
Stenzek
2017-09-03 14:04:14 +10:00
parent 5d6dac5410
commit 134daf3b00
3 changed files with 26 additions and 17 deletions

View File

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