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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
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')
-rw-r--r--Source/Core/VideoBackends/Vulkan/Renderer.cpp24
-rw-r--r--Source/Core/VideoCommon/DriverDetails.cpp4
-rw-r--r--Source/Core/VideoCommon/DriverDetails.h11
3 files changed, 24 insertions, 15 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
index bb8b36481a..7a94572b1e 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
@@ -375,18 +375,23 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
// If we're not in a render pass (start of the frame), we can use a clear render pass
// to discard the data, rather than loading and then clearing.
- bool use_clear_render_pass = (color_enable && alpha_enable && z_enable);
- if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS))
+ bool use_clear_attachments = (color_enable && alpha_enable) || z_enable;
+ bool use_clear_render_pass =
+ !StateTracker::GetInstance()->InRenderPass() && color_enable && alpha_enable && z_enable;
+
+ // The NVIDIA Vulkan driver causes the GPU to lock up, or throw exceptions if MSAA is enabled,
+ // a non-full clear rect is specified, and a clear loadop or vkCmdClearAttachments is used.
+ if (g_ActiveConfig.iMultisamples > 1 &&
+ DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_CLEAR))
{
- // This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
- // geomerty in "this" renderpass won't be cleared
use_clear_render_pass = false;
+ use_clear_attachments = false;
}
- if (StateTracker::GetInstance()->InRenderPass())
- {
- // Prefer not to end a render pass just to do a clear.
+
+ // This path cannot be used if the driver implementation doesn't guarantee pixels with no drawn
+ // geometry in "this" renderpass won't be cleared
+ if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLEAR_LOADOP_RENDERPASS))
use_clear_render_pass = false;
- }
// Fastest path: Use a render pass to clear the buffers.
if (use_clear_render_pass)
@@ -398,8 +403,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
// Fast path: Use vkCmdClearAttachments to clear the buffers within a render path
// We can't use this when preserving alpha but clearing color.
- if (g_ActiveConfig.iMultisamples == 1 ||
- !DriverDetails::HasBug(DriverDetails::BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS))
+ if (use_clear_attachments)
{
VkClearAttachment clear_attachments[2];
uint32_t num_clear_attachments = 0;
diff --git a/Source/Core/VideoCommon/DriverDetails.cpp b/Source/Core/VideoCommon/DriverDetails.cpp
index cce4daddb7..2885aea7e9 100644
--- a/Source/Core/VideoCommon/DriverDetails.cpp
+++ b/Source/Core/VideoCommon/DriverDetails.cpp
@@ -102,8 +102,8 @@ static BugInfo m_known_bugs[] = {
BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true},
{API_OPENGL, OS_LINUX, VENDOR_MESA, DRIVER_NOUVEAU, Family::UNKNOWN,
BUG_SHARED_CONTEXT_SHADER_COMPILATION, -1.0, -1.0, true},
- {API_VULKAN, OS_ALL, VENDOR_NVIDIA, DRIVER_NVIDIA, Family::UNKNOWN,
- BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS, -1.0, -1.0, true},
+ {API_VULKAN, OS_ALL, VENDOR_NVIDIA, DRIVER_NVIDIA, Family::UNKNOWN, BUG_BROKEN_MSAA_CLEAR, -1.0,
+ -1.0, true},
{API_VULKAN, OS_ALL, VENDOR_IMGTEC, DRIVER_IMGTEC, Family::UNKNOWN,
BUG_BROKEN_CLEAR_LOADOP_RENDERPASS, -1.0, -1.0, true},
};
diff --git a/Source/Core/VideoCommon/DriverDetails.h b/Source/Core/VideoCommon/DriverDetails.h
index 5a0a0f86c5..53f0c68739 100644
--- a/Source/Core/VideoCommon/DriverDetails.h
+++ b/Source/Core/VideoCommon/DriverDetails.h
@@ -254,11 +254,16 @@ enum Bug
// Ended Version: -1
BUG_SHARED_CONTEXT_SHADER_COMPILATION,
- // Bug: vkCmdClearAttachments with MSAA enabled causes NVIDIA Maxwell+ cards to lock up.
+ // Bug: Fast clears on a MSAA framebuffer can cause NVIDIA GPU resets/lockups.
// Started version: -1
// Ended version: -1
- // Seems to only occur when the top of the clear rect is non-zero.
- BUG_BROKEN_MSAA_VKCMDCLEARATTACHMENTS,
+ // 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.
+ BUG_BROKEN_MSAA_CLEAR,
+
// BUG: Some vulkan implementations don't like the 'clear' loadop renderpass.
// For example, the ImgTec VK driver fails if you try to use a framebuffer with a different
// load/store op than that which it was created with, despite the spec saying they should be