struct pipe_surface *zsbuf = fb->zsbuf;
struct si_texture *zstex =
zsbuf ? (struct si_texture*)zsbuf->texture : NULL;
+ bool needs_db_flush = false;
if (buffers & PIPE_CLEAR_COLOR) {
si_do_fast_color_clear(sctx, &buffers, color);
}
if (zstex->depth_clear_value != (float)depth) {
+ if ((zstex->depth_clear_value != 0) != (depth != 0)) {
+ /* ZRANGE_PRECISION register of a bound surface will change so we
+ * must flush the DB caches. */
+ needs_db_flush = true;
+ }
/* Update DB_DEPTH_CLEAR. */
zstex->depth_clear_value = depth;
sctx->framebuffer.dirty_zsbuf = true;
si_mark_atom_dirty(sctx, &sctx->atoms.s.db_render_state);
}
- /* TODO: Find out what's wrong here. Fast depth clear leads to
- * corruption in ARK: Survival Evolved, but that may just be
- * a coincidence and the root cause is elsewhere.
- *
- * The corruption can be fixed by putting the DB flush before
- * or after the depth clear. (surprisingly)
- *
- * https://bugs.freedesktop.org/show_bug.cgi?id=102955 (apitrace)
- *
- * This hack decreases back-to-back ClearDepth performance.
- */
- if ((sctx->db_depth_clear || sctx->db_stencil_clear) &&
- sctx->screen->options.clear_db_cache_before_clear)
+ if (needs_db_flush)
sctx->flags |= SI_CONTEXT_FLUSH_AND_INV_DB;
}
-OPT_BOOL(clear_db_cache_before_clear, false, "Clear DB cache before fast depth clear")
OPT_BOOL(aux_debug, false, "Generate ddebug_dumps for the auxiliary context")
OPT_BOOL(sync_compile, false, "Always compile synchronously (will cause stalls)")
OPT_BOOL(dump_shader_binary, false, "Dump shader binary as part of ddebug_dumps")
</application>
</device>
<device driver="radeonsi">
- <application name="ARK: Survival Evolved (and unintentionally the UE4 demo template)" executable="ShooterGame">
- <option name="radeonsi_clear_db_cache_before_clear" value="true" />
- </application>
<application name="American Truck Simulator" executable="amtrucks">
<option name="radeonsi_zerovram" value="true" />
</application>