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radv: Repurpose radv_legacy_sparse_binding drirc
Rename the drirc and call it radv_disable_dedicated_sparse_queue instead, since normal queues support sparse now anyway. Keep the workaround for existing known games, since they might not expect a separate SPARSE queue to pop up. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no> Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33166>
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5 changed files with 9 additions and 9 deletions
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@ -184,7 +184,7 @@ static const driOptionDescription radv_dri_options[] = {
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DRI_CONF_RADV_TEX_NON_UNIFORM(false)
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DRI_CONF_RADV_FLUSH_BEFORE_TIMESTAMP_WRITE(false)
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DRI_CONF_RADV_RT_WAVE64(false)
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DRI_CONF_RADV_LEGACY_SPARSE_BINDING(false)
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DRI_CONF_RADV_DISABLE_DEDICATED_SPARSE_QUEUE(false)
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DRI_CONF_RADV_FORCE_PSTATE_PEAK_GFX11_DGPU(false)
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DRI_CONF_RADV_OVERRIDE_GRAPHICS_SHADER_VERSION(0)
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DRI_CONF_RADV_OVERRIDE_COMPUTE_SHADER_VERSION(0)
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@ -258,7 +258,7 @@ radv_init_dri_options(struct radv_instance *instance)
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instance->drirc.force_rt_wave64 = driQueryOptionb(&instance->drirc.options, "radv_rt_wave64");
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instance->drirc.legacy_sparse_binding = driQueryOptionb(&instance->drirc.options, "radv_legacy_sparse_binding");
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instance->drirc.disable_dedicated_sparse_queue = driQueryOptionb(&instance->drirc.options, "radv_disable_dedicated_sparse_queue");
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instance->drirc.force_pstate_peak_gfx11_dgpu =
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driQueryOptionb(&instance->drirc.options, "radv_force_pstate_peak_gfx11_dgpu");
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@ -64,7 +64,7 @@ struct radv_instance {
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bool ssbo_non_uniform;
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bool flush_before_timestamp_write;
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bool force_rt_wave64;
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bool legacy_sparse_binding;
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bool disable_dedicated_sparse_queue;
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bool force_pstate_peak_gfx11_dgpu;
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bool clear_lds;
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bool enable_khr_present_wait;
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@ -201,7 +201,7 @@ radv_dedicated_sparse_queue_enabled(const struct radv_physical_device *pdev)
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/* Dedicated sparse queue requires VK_QUEUE_SUBMIT_MODE_THREADED, which is incompatible with
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* VK_DEVICE_TIMELINE_MODE_EMULATED. */
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return pdev->info.has_timeline_syncobj && !instance->drirc.legacy_sparse_binding;
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return pdev->info.has_timeline_syncobj && !instance->drirc.disable_dedicated_sparse_queue;
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}
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static inline bool
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@ -105,12 +105,12 @@ Application bugs worked around in this file:
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<application name="DOOM Eternal" application_name_match="DOOMEternal">
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<option name="radv_zero_vram" value="true" />
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<option name="radv_legacy_sparse_binding" value="true" />
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<option name="radv_disable_dedicated_sparse_queue" value="true" />
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</application>
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<application name="Indiana Jones: The Great Circle" application_name_match="TheGreatCircle">
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<option name="radv_zero_vram" value="true" />
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<option name="radv_legacy_sparse_binding" value="true" />
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<option name="radv_disable_dedicated_sparse_queue" value="true" />
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<option name="radv_disable_dcc_stores" value="true" />
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<option name="radv_invariant_geom" value="true" />
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<option name="radv_lower_terminate_to_discard" value="true" />
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@ -749,9 +749,9 @@
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DRI_CONF_OPT_B(radv_rt_wave64, def, \
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"Force wave64 in RT shaders")
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#define DRI_CONF_RADV_LEGACY_SPARSE_BINDING(def) \
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DRI_CONF_OPT_B(radv_legacy_sparse_binding, def, \
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"Enable legacy sparse binding (with implicit synchronization) on the graphics and compute queue")
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#define DRI_CONF_RADV_DISABLE_DEDICATED_SPARSE_QUEUE(def) \
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DRI_CONF_OPT_B(radv_disable_dedicated_sparse_queue, def, \
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"Disables the dedicated sparse queue. This replaces radv_legacy_sparse_binding as a compatible drirc workaround for games that might not expect a separate SPARSE queue")
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#define DRI_CONF_RADV_FORCE_PSTATE_PEAK_GFX11_DGPU(def) \
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DRI_CONF_OPT_B(radv_force_pstate_peak_gfx11_dgpu, def, \
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