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Both games perform two image layout transitions with the same image
in the same pipeline barrier with UNDEFINED and this re-initializes
DCC to the uncompressed state. No ideal solution sadly. Note that
both games declare all images as CONCURRENT.
This fixes rendering issues on GFX10+ because DCC for stores is
supported and this implicitly enables DCC for concurrent.
Fixes:
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| .. | ||
| addrlib | ||
| ci | ||
| common | ||
| compiler | ||
| llvm | ||
| registers | ||
| vulkan | ||
| .clang-format | ||
| Android.addrlib.mk | ||
| Android.common.mk | ||
| Android.compiler.mk | ||
| Android.mk | ||
| Makefile.sources | ||
| meson.build | ||