[GPU] Add workaround for occlusion queries.

This commit is contained in:
Joel Linn
2020-06-01 14:00:22 +02:00
committed by Rick Gibbed
parent aa73d652ba
commit 68dd818029
4 changed files with 42 additions and 4 deletions

View File

@@ -1145,9 +1145,24 @@ bool CommandProcessor::ExecutePacketType3_EVENT_WRITE_ZPD(RingBuffer* reader,
// Writeback initiator.
WriteRegister(XE_GPU_REG_VGT_EVENT_INITIATOR, initiator & 0x3F);
// TODO: Flag the backend CP to write out zpass counters to
// REG_RB_SAMPLE_COUNT_ADDR (probably # pixels passed depth test).
// This applies to the last draw, I believe.
// Occlusion queries:
// This command is send on query begin and end.
// As a workaround report some fixed amount of passed samples.
auto fake_sample_count = cvars::query_occlusion_fake_sample_count;
if (fake_sample_count >= 0) {
auto* pSampleCounts =
memory_->TranslatePhysical<xe_gpu_depth_sample_counts*>(
register_file_->values[XE_GPU_REG_RB_SAMPLE_COUNT_ADDR].u32);
// 0xFFFFFEED is written to this two locations by D3D only on D3DISSUE_END
// and used to detect a finished query.
bool isEnd = pSampleCounts->ZPass_A == xe::byte_swap(0xFFFFFEED) &&
pSampleCounts->ZPass_B == xe::byte_swap(0xFFFFFEED);
std::memset(pSampleCounts, 0, sizeof(xe_gpu_depth_sample_counts));
if (isEnd) {
pSampleCounts->ZPass_A = fake_sample_count;
pSampleCounts->Total_A = fake_sample_count;
}
}
return true;
}