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GPU: Ignore depth when masked and ALWAYS #16183

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merged 4 commits into from
Oct 9, 2022

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unknownbrackets
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See #16175. Fixes at least the artifacts underneath the car.

In this case, the game was using:

  • Draw 1: Clear rectangle, color only. Depth test on, depth write disabled (both ignored in clear mode.)
  • Draw 2: Regular draw. Depth test on (but ALWAYS), depth write disabled.

It was a case of fb_address == z_address. So we shouldn't set the depth used in this case, and we also should refuse to set them matching as we do elsewhere.

-[Unknown]

Seen in NFS Pro Street, for example.  Shouldn't be interpreted as depth
usage.
We don't do it when creating framebufs either, so don't update to
matching values.
These drivers apparently have some weird behavior.
@hrydgard
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hrydgard commented Oct 9, 2022

Good stuff all around.

@hrydgard hrydgard merged commit 49de375 into hrydgard:master Oct 9, 2022
@unknownbrackets unknownbrackets deleted the depth-usage branch October 9, 2022 08:44
@@ -848,8 +848,9 @@ VKContext::VKContext(VulkanContext *vulkan)
}

// Older ARM devices have very slow geometry shaders, not worth using. At least before 15.
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At least before 18.

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Well, I don't know that at say 17 are slow, but they're apparently broken.

-[Unknown]

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3 participants