radv/rt: Add workaround to make leaves always active

DOOM Eternal builds acceleration structures with inactive primitives and
tries to make them active in later AS updates. This is disallowed by the
spec and triggers a GPU hang. Fix the hang by working around the bug.

Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27034>
This commit is contained in:
Friedrich Vock
2024-01-12 13:03:55 +01:00
committed by Marge Bot
parent a18ea091af
commit a9831caa14
8 changed files with 37 additions and 4 deletions
+1
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@@ -106,6 +106,7 @@ Application bugs worked around in this file:
<application name="DOOM Eternal" application_name_match="DOOMEternal">
<option name="radv_zero_vram" value="true" />
<option name="radv_legacy_sparse_binding" value="true" />
<option name="radv_force_active_accel_struct_leaves" value="true" />
</application>
<application name="No Man's Sky" application_name_match="No Man's Sky">
+4
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@@ -716,6 +716,10 @@
#define DRI_CONF_RADV_CLEAR_LDS(def) \
DRI_CONF_OPT_B(radv_clear_lds, def, "Clear LDS at the end of shaders. Might decrease performance.")
#define DRI_CONF_RADV_FORCE_ACTIVE_ACCEL_STRUCT_LEAVES(def) \
DRI_CONF_OPT_B(radv_force_active_accel_struct_leaves, def, \
"Force leaf nodes of acceleration structures to be marked active.")
/**
* \brief ANV specific configuration options
*/