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authorStenzek <stenzek@gmail.com>2017-09-03 14:04:14 +1000
committerStenzek <stenzek@gmail.com>2017-09-07 17:05:43 +1000
commit134daf3b00d1bf46a3ad4b57405f8844b809bb4f (patch)
treec716692ce96e73f065050abd726ab2f9569bf6a5 /Source/Core/InputCommon/ControllerInterface/evdev/evdev.cpp
parent5d6dac54104295f2c594c91006d2ee2de486c528 (diff)
Vulkan: Extend the NVIDIA MSAA bug to render-pass based clears
Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a render pass with the load op set to clear can cause the GPU to lock up, or raise a bounds violation. This only occurs on MSAA framebuffers, and it seems when there are multiple clears in a single command buffer. Worked around by back to the slow path (drawing quads) when MSAA is enabled.
Diffstat (limited to 'Source/Core/InputCommon/ControllerInterface/evdev/evdev.cpp')
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