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radv: replace discard with demote for Quantic Dream games
Detroit: Become Human uses dFdx/dFdy immediately after a quad-divergent
discard, which can cause the image to become white.
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3212
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5991>
(cherry picked from commit d9072a113b)
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parent
804dbfc098
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2 changed files with 3 additions and 2 deletions
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@ -535,7 +535,7 @@
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"description": "radv: replace discard with demote for Quantic Dream games",
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"nominated": true,
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"nomination_type": 0,
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"resolution": 0,
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"resolution": 1,
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"master_sha": null,
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"because_sha": null
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},
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@ -556,7 +556,8 @@ radv_handle_per_app_options(struct radv_instance *instance,
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instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
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} else if (!strcmp(engine_name, "Quantic Dream Engine")) {
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/* Fix various artifacts in Detroit: Become Human */
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instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
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instance->debug_flags |= RADV_DEBUG_ZERO_VRAM |
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RADV_DEBUG_DISCARD_TO_DEMOTE;
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}
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}
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