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Vulkan: Block geometry shaders on older Mali.
They're too slow to be usable.
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@ -846,6 +846,11 @@ VKContext::VKContext(VulkanContext *vulkan)
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if (majorVersion >= 32) {
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bugs_.Infest(Bugs::MALI_CONSTANT_LOAD_BUG); // See issue #15661
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}
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// Older ARM devices have very slow geometry shaders, not worth using. At least before 15.
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if (majorVersion <= 15) {
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bugs_.Infest(Bugs::GEOMETRY_SHADERS_SLOW);
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}
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}
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// Limited, through input attachments and self-dependencies.
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@ -333,11 +333,14 @@ public:
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RASPBERRY_SHADER_COMP_HANG = 8,
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MALI_CONSTANT_LOAD_BUG = 9,
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SUBPASS_FEEDBACK_BROKEN = 10,
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GEOMETRY_SHADERS_SLOW = 11,
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MAX_BUG,
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};
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protected:
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uint32_t flags_ = 0;
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static_assert(sizeof(flags_) * 8 > MAX_BUG, "Ran out of space for bugs.");
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};
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class RefCountedObject {
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@ -233,7 +233,7 @@ u32 GPU_Vulkan::CheckGPUFeatures() const {
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}
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// Fall back to geometry shader culling if we can't do vertex range culling.
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if (enabledFeatures.geometryShader) {
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if (enabledFeatures.geometryShader && !draw_->GetBugs().Has(Draw::Bugs::GEOMETRY_SHADERS_SLOW)) {
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const bool vertexSupported = draw_->GetDeviceCaps().clipDistanceSupported && draw_->GetDeviceCaps().cullDistanceSupported;
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if (!vertexSupported || (features & GPU_SUPPORTS_VS_RANGE_CULLING) == 0) {
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// Switch to culling via the geometry shader if not fully supported in vertex.
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