FramebufferManager: Use D24S8 on Adreno when using Vulkan

D32F clears are broken on Adreno, which resulted in smeared geometry
across the screen.
This commit is contained in:
Stenzek 2018-07-17 13:26:37 +10:00
parent 3323265d91
commit dae161e138
3 changed files with 17 additions and 2 deletions

View file

@ -7,6 +7,7 @@
#include <memory>
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/RenderBase.h"
std::unique_ptr<FramebufferManagerBase> g_framebuffer_manager;
@ -17,5 +18,11 @@ FramebufferManagerBase::~FramebufferManagerBase() = default;
AbstractTextureFormat FramebufferManagerBase::GetEFBDepthFormat()
{
return AbstractTextureFormat::D32F;
// 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
// To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
// We still resolve this to a R32F texture, as there is no 24-bit format.
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_D32F_CLEAR))
return AbstractTextureFormat::D24_S8;
else
return AbstractTextureFormat::D32F;
}