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>
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@@ -106,6 +106,7 @@ Application bugs worked around in this file:
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<application name="DOOM Eternal" application_name_match="DOOMEternal">
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<option name="radv_zero_vram" value="true" />
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<option name="radv_legacy_sparse_binding" value="true" />
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<option name="radv_force_active_accel_struct_leaves" value="true" />
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</application>
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<application name="No Man's Sky" application_name_match="No Man's Sky">
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@@ -716,6 +716,10 @@
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#define DRI_CONF_RADV_CLEAR_LDS(def) \
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DRI_CONF_OPT_B(radv_clear_lds, def, "Clear LDS at the end of shaders. Might decrease performance.")
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#define DRI_CONF_RADV_FORCE_ACTIVE_ACCEL_STRUCT_LEAVES(def) \
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DRI_CONF_OPT_B(radv_force_active_accel_struct_leaves, def, \
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"Force leaf nodes of acceleration structures to be marked active.")
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/**
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* \brief ANV specific configuration options
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*/
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