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radv: remove radv_force_pstate_peak_gfx11_dgpu=true for Helldivers 2
Our QA team extensively tested Helldivers 2 on AMD RX 7800 XT/RX 7600 with many different presents and didn't get any GPU hangs. Few users also reported the game being very stable without this workaround. Few other users reported issues with the workaround itself (like pstate not correctly restored etc), so let's remove it. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/34164>
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5 changed files with 0 additions and 18 deletions
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@ -1378,11 +1378,6 @@ radv_CreateDevice(VkPhysicalDevice physicalDevice, const VkDeviceCreateInfo *pCr
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device->capture_replay_arena_vas = _mesa_hash_table_u64_create(NULL);
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}
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if (pdev->info.gfx_level == GFX11 && pdev->info.has_dedicated_vram && instance->drirc.force_pstate_peak_gfx11_dgpu) {
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if (!radv_device_acquire_performance_counters(device))
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fprintf(stderr, "radv: failed to set pstate to profile_peak.\n");
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}
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*pDevice = radv_device_to_handle(device);
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return VK_SUCCESS;
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@ -186,7 +186,6 @@ static const driOptionDescription radv_dri_options[] = {
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DRI_CONF_RADV_FLUSH_BEFORE_TIMESTAMP_WRITE(false)
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DRI_CONF_RADV_RT_WAVE64(false)
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DRI_CONF_RADV_DISABLE_DEDICATED_SPARSE_QUEUE(false)
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DRI_CONF_RADV_FORCE_PSTATE_PEAK_GFX11_DGPU(false)
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DRI_CONF_RADV_OVERRIDE_GRAPHICS_SHADER_VERSION(0)
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DRI_CONF_RADV_OVERRIDE_COMPUTE_SHADER_VERSION(0)
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DRI_CONF_RADV_OVERRIDE_RAY_TRACING_SHADER_VERSION(0)
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@ -262,9 +261,6 @@ radv_init_dri_options(struct radv_instance *instance)
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instance->drirc.disable_dedicated_sparse_queue = driQueryOptionb(&instance->drirc.options, "radv_disable_dedicated_sparse_queue");
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instance->drirc.force_pstate_peak_gfx11_dgpu =
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driQueryOptionb(&instance->drirc.options, "radv_force_pstate_peak_gfx11_dgpu");
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instance->drirc.override_graphics_shader_version =
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driQueryOptioni(&instance->drirc.options, "radv_override_graphics_shader_version");
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instance->drirc.override_compute_shader_version =
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@ -64,7 +64,6 @@ struct radv_instance {
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bool ssbo_non_uniform;
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bool flush_before_timestamp_write;
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bool disable_dedicated_sparse_queue;
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bool force_pstate_peak_gfx11_dgpu;
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bool clear_lds;
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bool enable_khr_present_wait;
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bool report_llvm9_version_string;
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@ -171,10 +171,6 @@ Application bugs worked around in this file:
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<option name="radv_disable_ngg_gs" value="true" />
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</application>
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<application name="Helldivers 2" executable="helldivers2.exe">
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<option name="radv_force_pstate_peak_gfx11_dgpu" value="true" />
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</application>
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<!-- OpenGL Game workarounds (zink) -->
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<application name="Black Geyser: Couriers of Darkness" executable="BlackGeyser.x86_64">
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<option name="radv_zero_vram" value="true" />
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@ -766,10 +766,6 @@
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DRI_CONF_OPT_B(radv_disable_dedicated_sparse_queue, def, \
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"Disables the dedicated sparse queue. This replaces radv_legacy_sparse_binding as a compatible drirc workaround for games that might not expect a separate SPARSE queue")
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#define DRI_CONF_RADV_FORCE_PSTATE_PEAK_GFX11_DGPU(def) \
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DRI_CONF_OPT_B(radv_force_pstate_peak_gfx11_dgpu, def, \
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"Force the performance level to profile_peak (all clocks to the highest levels) for RDNA3 dGPUs")
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/**
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* Overrides for forcing re-compilation of pipelines when RADV_BUILD_ID_OVERRIDE is enabled.
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* These need to be bumped every time a compiler bugfix is backported (up to 8 shader
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