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