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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)
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2 changed files with 4 additions and 1 deletions
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@ -2004,7 +2004,7 @@
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"description": "drirc: Apply assume_full_subgroups_with_shared_memory to Resident Evil 2",
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"nominated": true,
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"nomination_type": 1,
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"resolution": 0,
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"resolution": 1,
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"main_sha": null,
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"because_sha": null,
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"notes": null
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@ -1169,6 +1169,9 @@ TODO: document the other workarounds.
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<option name="anv_assume_full_subgroups" value="32" />
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<option name="fp64_workaround_enabled" value="true" />
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</application>
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<application name="RESIDENT EVIL 2" executable="re2.exe">
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<option name="anv_assume_full_subgroups_with_shared_memory" value="true" />
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</application>
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<application name="Wolfenstein: Youngblood(x64vk)" executable="Youngblood_x64vk.exe">
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<option name="limit_trig_input_range" value="true" />
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</application>
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