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)
This commit is contained in:
Rhys Perry 2020-07-20 16:54:22 +01:00 committed by Eric Engestrom
parent 804dbfc098
commit b91d522bd2
2 changed files with 3 additions and 2 deletions

View file

@ -535,7 +535,7 @@
"description": "radv: replace discard with demote for Quantic Dream games",
"nominated": true,
"nomination_type": 0,
"resolution": 0,
"resolution": 1,
"master_sha": null,
"because_sha": null
},

View file

@ -556,7 +556,8 @@ radv_handle_per_app_options(struct radv_instance *instance,
instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
} else if (!strcmp(engine_name, "Quantic Dream Engine")) {
/* Fix various artifacts in Detroit: Become Human */
instance->debug_flags |= RADV_DEBUG_ZERO_VRAM;
instance->debug_flags |= RADV_DEBUG_ZERO_VRAM |
RADV_DEBUG_DISCARD_TO_DEMOTE;
}
}