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[memory, vk] TEST: Tiled GPU optimization try #1

pull/3062/head
CamilleLaVey 1 month ago
committed by lizzie
parent
commit
4e8ec2551a
  1. 18
      src/video_core/renderer_vulkan/vk_texture_cache.cpp

18
src/video_core/renderer_vulkan/vk_texture_cache.cpp

@ -1598,24 +1598,6 @@ Image::Image(TextureCacheRuntime& runtime_, const ImageInfo& info_, GPUVAddr gpu
MakeStorageView(device, level, *original_image, VK_FORMAT_A8B8G8R8_UNORM_PACK32);
}
}
// Proactive warning for problematic HDR format + MSAA combinations on Android
// These combinations commonly cause texture flickering/black screens across multiple game engines
// Note: MSAA is native Switch rendering technique, cannot be disabled by emulator
if (info.num_samples > 1) {
const auto vk_format = MaxwellToVK::SurfaceFormat(runtime->device, FormatType::Optimal,
false, info.format).format;
const bool is_hdr_format = vk_format == VK_FORMAT_B10G11R11_UFLOAT_PACK32 ||
vk_format == VK_FORMAT_E5B9G9R9_UFLOAT_PACK32;
if (is_hdr_format) {
LOG_WARNING(Render_Vulkan,
"Creating MSAA image ({}x samples) with HDR format {} (Maxwell: {}). "
"Driver support may be limited on Android (Qualcomm < 800, Mali pre-maintenance5). "
"Format fallback to RGBA16F should prevent issues.",
info.num_samples, vk_format, info.format);
}
}
}
Image::Image(const VideoCommon::NullImageParams& params) : VideoCommon::ImageBase{params} {}

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