anv: add and use a drirc option to enable FullyCovered for vkd3d

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Tested-by: Caleb Callaway <caleb.callaway@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38879>
This commit is contained in:
Iván Briano 2025-12-09 17:22:15 -08:00 committed by Marge Bot
parent 2ad92e3ea4
commit 756343271a
5 changed files with 18 additions and 2 deletions

View file

@ -86,6 +86,7 @@ static const driOptionDescription anv_dri_options[] = {
DRI_CONF_ENUM(2048, "2048 clocks")
DRI_CONF_ENUM(4096, "4096 clocks"))
DRI_CONF_ANV_UPPER_BOUND_DESCRIPTOR_POOL_SAMPLER(false)
DRI_CONF_ANV_ENABLE_FULLY_COVERED(false)
DRI_CONF_SECTION_END
DRI_CONF_SECTION_DEBUG
@ -295,6 +296,8 @@ anv_init_dri_options(struct anv_instance *instance)
driQueryOptionb(&instance->dri_options, "anv_barrier_post_untyped_clear_shader");
instance->disable_push_constant_alloc =
driQueryOptionb(&instance->dri_options, "intel_disable_push_constant_alloc");
instance->enable_fully_covered =
driQueryOptionb(&instance->dri_options, "anv_enable_fully_covered");
if (instance->vk.app_info.engine_name &&
!strcmp(instance->vk.app_info.engine_name, "DXVK")) {

View file

@ -1701,8 +1701,15 @@ get_properties(const struct anv_physical_device *pdevice,
props->conservativePointAndLineRasterization = false;
props->degenerateTrianglesRasterized = true;
props->degenerateLinesRasterized = false;
props->fullyCoveredFragmentShaderInputVariable = false;
props->conservativeRasterizationPostDepthCoverage = true;
bool fully_covered = pdevice->instance->enable_fully_covered &&
pdevice->info.verx10 >= 125;
props->fullyCoveredFragmentShaderInputVariable = fully_covered;
/* InnerCoverage, used to implement fully covered, is mutually exclusive
* with PostDepthCoverage.
*/
props->conservativeRasterizationPostDepthCoverage = !fully_covered;
}
/* VK_EXT_custom_border_color */

View file

@ -1774,6 +1774,7 @@ struct anv_instance {
bool force_guc_low_latency;
bool emulate_read_without_format;
bool promote_cbv_to_push_buffers;
bool enable_fully_covered;
/**
* Workarounds for game bugs.

View file

@ -1191,6 +1191,7 @@ TODO: document the other workarounds.
<!-- We trust vkd3d to not disable compression all the time. -->
<engine engine_name_match="vkd3d">
<option name="compression_control_enabled" value="true" />
<option name="anv_enable_fully_covered" value="true" />
</engine>
<engine engine_name_match="ANGLE">
<option name="custom_border_colors_without_format" value="true" />

View file

@ -975,6 +975,10 @@
DRI_CONF_OPT_B(anv_enable_scratch_page, def, \
"Disables surface padding and suppresses all page faults, drops writes and returns zeros on reads.")
#define DRI_CONF_ANV_ENABLE_FULLY_COVERED(def) \
DRI_CONF_OPT_B(anv_enable_fully_covered, def, \
"Enable fullyCoveredFragmentShaderInputVariable (Alchemist and newer only).")
/**
* \brief HASVK specific configuration options
*/