Merge pull request #11656 from hrydgard/disable-vendor-checks

VK: Add INI options to disable some vendor checks
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Unknown W. Brackets 2018-12-15 07:39:08 -08:00 committed by GitHub
commit ebdecb6583
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4 changed files with 12 additions and 2 deletions

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@ -605,6 +605,7 @@ static ConfigSetting graphicsSettings[] = {
#ifdef _WIN32
ConfigSetting("D3D11Device", &g_Config.sD3D11Device, "", true, false),
#endif
ConfigSetting("VendorBugChecksEnabled", &g_Config.bVendorBugChecksEnabled, true, false, false),
ReportedConfigSetting("RenderingMode", &g_Config.iRenderingMode, &DefaultRenderingMode, true, true),
ConfigSetting("SoftwareRenderer", &g_Config.bSoftwareRendering, false, true, true),
ReportedConfigSetting("HardwareTransform", &g_Config.bHardwareTransform, true, true, true),

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@ -131,6 +131,7 @@ public:
bool bSoftwareRendering;
bool bHardwareTransform; // only used in the GLES backend
bool bSoftwareSkinning; // may speed up some games
bool bVendorBugChecksEnabled;
int iRenderingMode; // 0 = non-buffered rendering 1 = buffered rendering
int iTexFiltering; // 1 = off , 2 = nearest , 3 = linear , 4 = linear(CG)

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@ -86,7 +86,9 @@ bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_
bool earlyFragmentTests = ((!enableAlphaTest && !enableColorTest) || testForceToZero) && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
bool hasStencilOutput = stencilToAlpha != REPLACE_ALPHA_NO || id.Bit(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE) == 0;
bool isAdreno = vulkanVendorId == VULKAN_VENDOR_QUALCOMM;
// TODO: This is a bug affecting shader cache generality - we CANNOT check anything but the shader ID and (indirectly) the game ID in here really.
// Need to move this check somehow to the shader ID generator. That's tricky though because it's generic...
bool isAdreno = vulkanVendorId == VULKAN_VENDOR_QUALCOMM && g_Config.bVendorBugChecksEnabled;
if (earlyFragmentTests) {
WRITE(p, "layout (early_fragment_tests) in;\n");

View file

@ -201,6 +201,10 @@ void GPU_Vulkan::CheckGPUFeatures() {
break;
}
// Might enable this later - in the first round we are mostly looking at depth/stencil/discard.
// if (g_Config.bDisableVendorBugChecks)
// features |= GPU_SUPPORTS_ACCURATE_DEPTH;
// Mandatory features on Vulkan, which may be checked in "centralized" code
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
features |= GPU_SUPPORTS_FBO;
@ -224,7 +228,7 @@ void GPU_Vulkan::CheckGPUFeatures() {
// We thought we had a bug here on nVidia but turns out we accidentally #ifdef-ed out crucial
// code on Android.
case VULKAN_VENDOR_INTEL:
// Workaround for Intel driver bug.
// Workaround for Intel driver bug. TODO: Re-enable after some driver version
break;
case VULKAN_VENDOR_AMD:
// See issue #10074, and also #10065 (AMD) and #10109 for the choice of the driver version to check for
@ -235,6 +239,8 @@ void GPU_Vulkan::CheckGPUFeatures() {
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
break;
}
if (!g_Config.bVendorBugChecksEnabled)
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
}
if (vulkan_->GetFeaturesEnabled().logicOp) {
features |= GPU_SUPPORTS_LOGIC_OP;