driconf/Intel: Add lower_depth_range_rate option workaround for Homerun Clash misrendering issue
Intel has different Z interpolation float point rounding than other mesa gpus For example gl_Position.z = 0.0 will be interpolated to gl_FragCoord.z = 0.5 for all gpus gl_FragCoord = -0.00000001 will be interpolated to gl_FragCoord.z = 0.4999999702 for Intel and rounded to gl_FragCoord.z = 0.5 for other gpus Games with LEQUAL depth func will fail depth test on Intel and will pass it on other gpus in such case This workaround lowers translated depth range and several gl_FragCoord.z coords with extra small difference will be translated to the same UINT16\UINT24\UINT32 value of an integer depth buffer Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7199 Signed-off-by: Illia Polishchuk <illia.a.polishchuk@globallogic.com> Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18412>
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@@ -997,6 +997,7 @@ struct anv_instance {
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bool assume_full_subgroups;
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bool limit_trig_input_range;
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bool sample_mask_out_opengl_behaviour;
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float lower_depth_range_rate;
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};
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VkResult anv_init_wsi(struct anv_physical_device *physical_device);
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