drirc: Apply assume_full_subgroups_with_shared_memory to Resident Evil 2

The game uses a compute shader for occlusion culling. This shader lacks
proper groupshared memory sync, and needs 32-wide subgroup to work
correctly.

Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7595
Signed-off-by: Sviatoslav Peleshko <sviatoslav.peleshko@globallogic.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23408>
(cherry picked from commit bd45b738b7)
This commit is contained in:
Sviatoslav Peleshko 2023-11-17 14:49:28 +02:00 committed by Eric Engestrom
parent 090dbbc995
commit 22991d17a3
2 changed files with 4 additions and 1 deletions

View file

@ -2004,7 +2004,7 @@
"description": "drirc: Apply assume_full_subgroups_with_shared_memory to Resident Evil 2",
"nominated": true,
"nomination_type": 1,
"resolution": 0,
"resolution": 1,
"main_sha": null,
"because_sha": null,
"notes": null

View file

@ -1169,6 +1169,9 @@ TODO: document the other workarounds.
<option name="anv_assume_full_subgroups" value="32" />
<option name="fp64_workaround_enabled" value="true" />
</application>
<application name="RESIDENT EVIL 2" executable="re2.exe">
<option name="anv_assume_full_subgroups_with_shared_memory" value="true" />
</application>
<application name="Wolfenstein: Youngblood(x64vk)" executable="Youngblood_x64vk.exe">
<option name="limit_trig_input_range" value="true" />
</application>