[Mesa-dev] [PATCH] radv: re-enable fast depth clears for 16-bit surfaces on VI
Samuel Pitoiset
samuel.pitoiset at gmail.com
Mon Jan 28 16:41:07 UTC 2019
This has been disabled some months ago because it introduced
rendering issues with Shadow Of Warrier II (DXVK). This game is
no longer affected, I wonder if 824cfc1ee5e ("radv: rework the
TC-compat HTILE hardware bug with COND_EXEC") fixed the problem.
I checked The Forest on my Polaris, and it renders fine too.
According to Phillip, this gives +5.5% with Rise Of The Tomb
Raider and DXVK. This is because DXVK uses 16-bit depth surfaces
while the native port from Feral uses 32-bit depth surfaces.
Unfortunately, Shadow Of The Tomb Raider isn't affected because
it clears each layer of a D16 array texture individually. So it
doesn't hit the fast clear path.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
---
src/amd/vulkan/radv_meta_clear.c | 8 --------
1 file changed, 8 deletions(-)
diff --git a/src/amd/vulkan/radv_meta_clear.c b/src/amd/vulkan/radv_meta_clear.c
index b61345b9241..8805f0435e1 100644
--- a/src/amd/vulkan/radv_meta_clear.c
+++ b/src/amd/vulkan/radv_meta_clear.c
@@ -899,14 +899,6 @@ radv_image_can_fast_clear(struct radv_device *device, struct radv_image *image)
} else {
if (!radv_image_has_htile(image))
return false;
-
- /* GFX8 only supports 32-bit depth surfaces but we can enable
- * TC-compat HTILE for 16-bit surfaces if no Z planes are
- * compressed. Though, fast HTILE clears don't seem to work.
- */
- if (device->physical_device->rad_info.chip_class == VI &&
- image->vk_format == VK_FORMAT_D16_UNORM)
- return false;
}
/* Do not fast clears 3D images. */
--
2.20.1
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