Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Vulkan: Limit stencil workaround to Adreno 5xx #11694

Merged
merged 5 commits into from
Dec 26, 2018

Conversation

unknownbrackets
Copy link
Collaborator

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]

@unknownbrackets unknownbrackets added this to the v1.8.0 milestone Dec 23, 2018
With device restore etc. everywhere.
Copy link
Owner

@hrydgard hrydgard left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Very minor comments, overall looks great.

bool Has(uint32_t bug) const {
return (flags_ & (1 << bug)) != 0;
}
void Infest(uint32_t bug) {
Copy link
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Ha, good verb.

ext/native/thin3d/thin3d.h Outdated Show resolved Hide resolved
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) {
Copy link
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.

Copy link
Collaborator Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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]

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

2 participants