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authorYiwei Zhang <zzyiwei@chromium.org>2024-05-17 20:38:56 +0000
committerAngle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com>2024-05-18 01:31:04 +0000
commita00babd8a64d4e7b983cdb450528c7f8ba70596f (patch)
tree7ba4f747109cdea6a50fd2ecd8341c8191706512
parent519d6d7e39bc7dc7c398c7e999d1921a7dd62957 (diff)
downloadangle-upstream-main.tar.gz
Vulkan: disable supportsShaderFramebufferFetchNonCoherent on Androidupstream-main
Not just ARM or QC, but also Intel and AMD are impacted. So just disable this for Android as a whole since it's for app compat but not specific to a particular impl. Bug: b/340665604 Test: LIMBO, Diablo Immortal, Real Racing 3, etc are running properly Change-Id: Id11ad4cd541166c9e6c6d84bb09d9c06a175d5a1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5547687 Auto-Submit: Yiwei Zhang <zzyiwei@chromium.org> Reviewed-by: Lepton Wu <lepton@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
-rw-r--r--src/libANGLE/renderer/vulkan/vk_renderer.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/libANGLE/renderer/vulkan/vk_renderer.cpp b/src/libANGLE/renderer/vulkan/vk_renderer.cpp
index facefe2b1f..4f9021c83f 100644
--- a/src/libANGLE/renderer/vulkan/vk_renderer.cpp
+++ b/src/libANGLE/renderer/vulkan/vk_renderer.cpp
@@ -4653,10 +4653,10 @@ void Renderer::initFeatures(const vk::ExtensionNameList &deviceExtensionNames,
// Important games are not checking supported extensions properly, and are confusing the
// GL_EXT_shader_framebuffer_fetch_non_coherent as the GL_EXT_shader_framebuffer_fetch
- // extension. Therefore, don't enable the extension on Arm and Qualcomm by default.
+ // extension. Therefore, don't enable the extension on Android by default.
// https://issuetracker.google.com/issues/186643966
- ANGLE_FEATURE_CONDITION(&mFeatures, supportsShaderFramebufferFetchNonCoherent,
- (IsAndroid() && !(isARM || isQualcomm)) || isSwiftShader);
+ // https://issuetracker.google.com/issues/340665604
+ ANGLE_FEATURE_CONDITION(&mFeatures, supportsShaderFramebufferFetchNonCoherent, isSwiftShader);
// On tile-based renderers, breaking the render pass is costly. Changing into and out of
// framebuffer fetch causes the render pass to break so that the layout of the color attachments