Mesa (master): radv: enable zero VRAM for all VKD3D (DX12->VK) games

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
Wed Jun 3 06:25:41 UTC 2020


Module: Mesa
Branch: master
Commit: d3c937c0e4d1dd05072d9a7169532517ef7d0c7f
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=d3c937c0e4d1dd05072d9a7169532517ef7d0c7f

Author: Samuel Pitoiset <samuel.pitoiset at gmail.com>
Date:   Fri May 29 20:26:00 2020 +0200

radv: enable zero VRAM for all VKD3D (DX12->VK) games

To fix rendering issues with Metro Exodus, RE2 and 3 and probably
more titles. It seems the default behaviour of DX12 anyways.

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3064
Cc: <mesa-stable at lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas at basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5262>

---

 src/amd/vulkan/radv_device.c | 77 +++++++++++++++++++++++++-------------------
 1 file changed, 43 insertions(+), 34 deletions(-)

diff --git a/src/amd/vulkan/radv_device.c b/src/amd/vulkan/radv_device.c
index 3ce3d9c3760..c6845c5c494 100644
--- a/src/amd/vulkan/radv_device.c
+++ b/src/amd/vulkan/radv_device.c
@@ -554,43 +554,52 @@ radv_handle_per_app_options(struct radv_instance *instance,
 			    const VkApplicationInfo *info)
 {
 	const char *name = info ? info->pApplicationName : NULL;
+	const char *engine_name = info ? info->pEngineName : NULL;
+
+	if (name) {
+		if (!strcmp(name, "DOOM_VFR")) {
+			/* Work around a Doom VFR game bug */
+			instance->debug_flags |= RADV_DEBUG_NO_DYNAMIC_BOUNDS;
+		} else if (!strcmp(name, "MonsterHunterWorld.exe")) {
+			/* Workaround for a WaW hazard when LLVM moves/merges
+			 * load/store memory operations.
+			 * See https://reviews.llvm.org/D61313
+			 */
+			if (LLVM_VERSION_MAJOR < 9)
+				instance->debug_flags |= RADV_DEBUG_NO_LOAD_STORE_OPT;
+		} else if (!strcmp(name, "Wolfenstein: Youngblood")) {
+			if (!(instance->debug_flags & RADV_DEBUG_NO_SHADER_BALLOT) &&
+			    !(instance->perftest_flags & RADV_PERFTEST_ACO)) {
+				/* Force enable VK_AMD_shader_ballot because it looks
+				 * safe and it gives a nice boost (+20% on Vega 56 at
+				 * this time). It also prevents corruption on LLVM.
+				 */
+				instance->perftest_flags |= RADV_PERFTEST_SHADER_BALLOT;
+			}
+		} else if (!strcmp(name, "Fledge")) {
+			/*
+			 * Zero VRAM for "The Surge 2"
+			 *
+			 * This avoid a hang when when rendering any level. Likely
+			 * uninitialized data in an indirect draw.
+			 */
+			instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
+		} else if (!strcmp(name, "No Man's Sky")) {
+			/* Work around a NMS game bug */
+			instance->debug_flags |= RADV_DEBUG_DISCARD_TO_DEMOTE;
+		} else if (!strcmp(name, "DOOMEternal")) {
+			/* Zero VRAM for Doom Eternal to fix rendering issues. */
+			instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
+		}
+	}
 
-	if (!name)
-		return;
-
-	if (!strcmp(name, "DOOM_VFR")) {
-		/* Work around a Doom VFR game bug */
-		instance->debug_flags |= RADV_DEBUG_NO_DYNAMIC_BOUNDS;
-	} else if (!strcmp(name, "MonsterHunterWorld.exe")) {
-		/* Workaround for a WaW hazard when LLVM moves/merges
-		 * load/store memory operations.
-		 * See https://reviews.llvm.org/D61313
-		 */
-		if (LLVM_VERSION_MAJOR < 9)
-			instance->debug_flags |= RADV_DEBUG_NO_LOAD_STORE_OPT;
-	} else if (!strcmp(name, "Wolfenstein: Youngblood")) {
-		if (!(instance->debug_flags & RADV_DEBUG_NO_SHADER_BALLOT) &&
-		    !(instance->perftest_flags & RADV_PERFTEST_ACO)) {
-			/* Force enable VK_AMD_shader_ballot because it looks
-			 * safe and it gives a nice boost (+20% on Vega 56 at
-			 * this time). It also prevents corruption on LLVM.
+	if (engine_name) {
+		if (!strcmp(engine_name, "vkd3d")) {
+			/* Zero VRAM for all VKD3D (DX12->VK) games to fix
+			 * rendering issues.
 			 */
-			instance->perftest_flags |= RADV_PERFTEST_SHADER_BALLOT;
+			instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
 		}
-	} else if (!strcmp(name, "Fledge")) {
-		/*
-		 * Zero VRAM for "The Surge 2"
-		 *
-		 * This avoid a hang when when rendering any level. Likely
-		 * uninitialized data in an indirect draw.
-		 */
-		instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
-	} else if (!strcmp(name, "No Man's Sky")) {
-		/* Work around a NMS game bug */
-		instance->debug_flags |= RADV_DEBUG_DISCARD_TO_DEMOTE;
-	} else if (!strcmp(name, "DOOMEternal")) {
-		/* Zero VRAM for Doom Eternal to fix rendering issues. */
-		instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
 	}
 }
 



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