driconf: Work around incorrect GI discard/invalidate

Genshin Impact does a depth+stencil invalidate (or discard, not sure
which entrypoint they are using) and then proceeds to do draws with
depth test enabled.  For IMRs (or freedreno in sysmem mode) this is no
problem.  But for tilers that use this as a hint that they can skip the
z/s tile load, it is.

Signed-off-by: Rob Clark <robdclark@chromium.org>
Mike Blumenkrantz <michael.blumenkrantz@gmail.com>

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21916>
This commit is contained in:
Rob Clark 2023-03-14 16:09:25 -07:00 committed by Marge Bot
parent a66c62420e
commit b78fc0ae48

View file

@ -817,6 +817,9 @@ TODO: document the other workarounds.
<option name="glsl_zero_init" value="true"/>
</application>
<application name="Genshin Impact" executable="com.miHoYo.GenshinImpact">
<option name="ignore_discard_framebuffer" value="true" />
</application>
<!-- Vulkan workarounds: -->