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| author | Stenzek <stenzek@gmail.com> | 2017-09-03 14:04:14 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2017-09-07 17:05:43 +1000 |
| commit | 134daf3b00d1bf46a3ad4b57405f8844b809bb4f (patch) | |
| tree | c716692ce96e73f065050abd726ab2f9569bf6a5 /Source/Core/InputCommon/ControllerInterface/evdev | |
| parent | 5d6dac54104295f2c594c91006d2ee2de486c528 (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')
0 files changed, 0 insertions, 0 deletions
