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Redirect Intel GPUs to Vulkan on auto graphics API mode. (#1491)
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1 changed files with 19 additions and 5 deletions
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@ -1712,6 +1712,8 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry)
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#ifdef UNLEASHED_RECOMP_D3D12
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if (interfaceFunction == CreateD3D12Interface)
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{
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bool redirectToVulkan = false;
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if (deviceDescription.vendor == RenderDeviceVendor::AMD)
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{
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// AMD Drivers before this version have a known issue where MSAA resolve targets will fail to work correctly.
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@ -1719,11 +1721,23 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry)
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// just work incorrectly otherwise and result in visual glitches and 3D rendering not working in general.
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constexpr uint64_t MinimumAMDDriverVersion = 0x1F00005DC2005CULL; // 31.0.24002.92
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if ((Config::GraphicsAPI == EGraphicsAPI::Auto) && (deviceDescription.driverVersion < MinimumAMDDriverVersion))
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{
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g_device.reset();
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g_interface.reset();
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continue;
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}
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redirectToVulkan = true;
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}
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else if (deviceDescription.vendor == RenderDeviceVendor::INTEL)
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{
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// Intel drivers on D3D12 are extremely buggy, introducing various graphical glitches.
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// We will redirect users to Vulkan until a workaround can be found.
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if (Config::GraphicsAPI == EGraphicsAPI::Auto)
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redirectToVulkan = true;
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}
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// Allow redirection to Vulkan only if we are not retrying after a crash,
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// so the user can at least boot the game with D3D12 if Vulkan fails to work.
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if (!graphicsApiRetry && redirectToVulkan)
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{
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g_device.reset();
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g_interface.reset();
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continue;
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}
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// Hardware resolve seems to be completely bugged on Intel D3D12 drivers.
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