This has been disabled some months ago because it introduced
rendering issues with Shadow Of Warrier II (DXVK). This game is
no longer affected, I wonder if
824cfc1ee5e ("radv: rework the
TC-compat HTILE hardware bug with COND_EXEC") fixed the problem.
I checked The Forest on my Polaris, and it renders fine too.
According to Phillip, this gives +5.5% with Rise Of The Tomb
Raider and DXVK. This is because DXVK uses 16-bit depth surfaces
while the native port from Feral uses 32-bit depth surfaces.
Unfortunately, Shadow Of The Tomb Raider isn't affected because
it clears each layer of a D16 array texture individually. So it
doesn't hit the fast clear path.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
} else {
if (!radv_image_has_htile(image))
return false;
-
- /* GFX8 only supports 32-bit depth surfaces but we can enable
- * TC-compat HTILE for 16-bit surfaces if no Z planes are
- * compressed. Though, fast HTILE clears don't seem to work.
- */
- if (device->physical_device->rad_info.chip_class == VI &&
- image->vk_format == VK_FORMAT_D16_UNORM)
- return false;
}
/* Do not fast clears 3D images. */