Add workaround to blit depth to depth in D3D12 T2T
Workaround for T2T depth copy failed with non-zero array layers for d32s8 format on Intel D3D driver 31.0.101.4091. Bug: dawn:1083 Change-Id: I9368f81ded765c5af4f132eb7f1032e695e16875 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/121161 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Hao Li <hao.x.li@intel.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@ -536,6 +536,17 @@ void Adapter::SetupBackendDeviceToggles(TogglesState* deviceToggles) const {
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}
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}
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// This workaround is needed on Intel Gen12LP GPUs with driver >= 30.0.101.4091.
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// See http://crbug.com/dawn/1083 for more information.
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if (gpu_info::IsIntelGen12LP(vendorId, deviceId)) {
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const gpu_info::DriverVersion kDriverVersion = {30, 0, 101, 4091};
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if (gpu_info::CompareWindowsDriverVersion(vendorId, GetDriverVersion(), kDriverVersion) !=
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-1) {
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deviceToggles->Default(Toggle::UseBlitForDepthTextureToTextureCopyToNonzeroSubresource,
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true);
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}
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}
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// Currently these workarounds are only needed on Intel Gen9.5 and Gen11 GPUs.
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// See http://crbug.com/1237175 and http://crbug.com/dawn/1628 for more information.
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if ((gpu_info::IsIntelGen9(vendorId, deviceId) && !gpu_info::IsSkylake(deviceId)) ||
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