From: Samuel Pitoiset Date: Mon, 28 Jan 2019 16:41:07 +0000 (+0100) Subject: radv: re-enable fast depth clears for 16-bit surfaces on VI X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=3a8d6c0880891cf9ccbae8160932bb4cbd2c2ead;p=mesa.git radv: re-enable fast depth clears for 16-bit surfaces on VI 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 Reviewed-by: Bas Nieuwenhuizen --- diff --git a/src/amd/vulkan/radv_meta_clear.c b/src/amd/vulkan/radv_meta_clear.c index b61345b9241..8805f0435e1 100644 --- a/src/amd/vulkan/radv_meta_clear.c +++ b/src/amd/vulkan/radv_meta_clear.c @@ -899,14 +899,6 @@ radv_image_can_fast_clear(struct radv_device *device, struct radv_image *image) } 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. */