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Vulkan: Limit stencil workaround to Adreno 5xx #11694

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merged 5 commits into from
Dec 26, 2018

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unknownbrackets
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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.
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@hrydgard hrydgard left a comment

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Very minor comments, overall looks great.

bool Has(uint32_t bug) const {
return (flags_ & (1 << bug)) != 0;
}
void Infest(uint32_t bug) {
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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ext/native/thin3d/thin3d.h Outdated Show resolved Hide resolved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) {
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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.

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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]

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2 participants