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Add Bug to Disable "LoadOp" clear renderpass in vulkan
This optimisation doesn't work on PowerVR's Vulkan implementation. We (incorrectly) disallow Framebuffer objects to be used with a different load or store op than that which they were created with, despite the spec allowing such. This fixes the windwaker intro "smearing"
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@ -376,6 +376,12 @@ 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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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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