radv: enable zero VRAM for all VKD3D (DX12->VK) games

To fix rendering issues with Metro Exodus, RE2 and 3 and probably
more titles. It seems the default behaviour of DX12 anyways.

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3064
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5262>
(cherry picked from commit d3c937c0e4)
This commit is contained in:
Samuel Pitoiset 2020-05-29 20:26:00 +02:00 committed by Dylan Baker
parent a7a9df28a9
commit 549e247aeb
2 changed files with 40 additions and 39 deletions

View file

@ -1705,7 +1705,7 @@
"description": "radv: enable zero VRAM for all VKD3D (DX12->VK) games",
"nominated": true,
"nomination_type": 0,
"resolution": 0,
"resolution": 1,
"master_sha": null,
"because_sha": null
},

View file

@ -598,48 +598,49 @@ radv_handle_per_app_options(struct radv_instance *instance,
const VkApplicationInfo *info)
{
const char *name = info ? info->pApplicationName : NULL;
const char *engine_name = info ? info->pEngineName : NULL;
if (!name)
return;
if (name) {
if (!strcmp(name, "DOOM_VFR")) {
/* Work around a Doom VFR game bug */
instance->debug_flags |= RADV_DEBUG_NO_DYNAMIC_BOUNDS;
} else if (!strcmp(name, "MonsterHunterWorld.exe")) {
/* Workaround for a WaW hazard when LLVM moves/merges
* load/store memory operations.
* See https://reviews.llvm.org/D61313
*/
if (LLVM_VERSION_MAJOR < 9)
instance->debug_flags |= RADV_DEBUG_NO_LOAD_STORE_OPT;
} else if (!strcmp(name, "Wolfenstein: Youngblood")) {
if (!(instance->debug_flags & RADV_DEBUG_NO_SHADER_BALLOT) &&
!(instance->perftest_flags & RADV_PERFTEST_ACO)) {
/* Force enable VK_AMD_shader_ballot because it looks
* safe and it gives a nice boost (+20% on Vega 56 at
* this time). It also prevents corruption on LLVM.
*/
instance->perftest_flags |= RADV_PERFTEST_SHADER_BALLOT;
}
} else if (!strcmp(name, "Fledge")) {
/*
* Zero VRAM for "The Surge 2"
*
* This avoid a hang when when rendering any level. Likely
* uninitialized data in an indirect draw.
*/
instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
} else if (!strcmp(name, "DOOMEternal")) {
/* Zero VRAM for Doom Eternal to fix rendering issues. */
instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
}
}
if (!strcmp(name, "Talos - Linux - 32bit") ||
!strcmp(name, "Talos - Linux - 64bit")) {
if (!(instance->debug_flags & RADV_DEBUG_NO_SISCHED)) {
/* Force enable LLVM sisched for Talos because it looks
* safe and it gives few more FPS.
if (engine_name) {
if (!strcmp(engine_name, "vkd3d")) {
/* Zero VRAM for all VKD3D (DX12->VK) games to fix
* rendering issues.
*/
instance->perftest_flags |= RADV_PERFTEST_SISCHED;
instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
}
} else if (!strcmp(name, "DOOM_VFR")) {
/* Work around a Doom VFR game bug */
instance->debug_flags |= RADV_DEBUG_NO_DYNAMIC_BOUNDS;
} else if (!strcmp(name, "MonsterHunterWorld.exe")) {
/* Workaround for a WaW hazard when LLVM moves/merges
* load/store memory operations.
* See https://reviews.llvm.org/D61313
*/
if (LLVM_VERSION_MAJOR < 9)
instance->debug_flags |= RADV_DEBUG_NO_LOAD_STORE_OPT;
} else if (!strcmp(name, "Wolfenstein: Youngblood")) {
if (!(instance->debug_flags & RADV_DEBUG_NO_SHADER_BALLOT) &&
!(instance->perftest_flags & RADV_PERFTEST_ACO)) {
/* Force enable VK_AMD_shader_ballot because it looks
* safe and it gives a nice boost (+20% on Vega 56 at
* this time). It also prevents corruption on LLVM.
*/
instance->perftest_flags |= RADV_PERFTEST_SHADER_BALLOT;
}
} else if (!strcmp(name, "Fledge")) {
/*
* Zero VRAM for "The Surge 2"
*
* This avoid a hang when when rendering any level. Likely
* uninitialized data in an indirect draw.
*/
instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
} else if (!strcmp(name, "DOOMEternal")) {
/* Zero VRAM for Doom Eternal to fix rendering issues. */
instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
}
}