Have you considered that it's running "better" because it's not rendering anything?
The broken visuals are a qualcomm bug, clearing 32-bit depth buffers has no effect. Only workaround is to use a quad instead (messy), or use a 16-bit depth buffer (loses accuracy). So please bug your vendor to fix their driver, this isn't even a matter of adding additional features, they advertise support for a format which is clearly broken.
It's also because it's before we dropped the two-pass destination alpha hack. Since we depend on dual-source blend now, many games are broken. I don't really see the point in investing time optimizing the backend for phones at this point due to that, and there's no framebuffer fetch extension in Vulkan. If such an extension does exist eventually, then I'm happy to look into it.
The broken visuals are a qualcomm bug, clearing 32-bit depth buffers has no effect. Only workaround is to use a quad instead (messy), or use a 16-bit depth buffer (loses accuracy). So please bug your vendor to fix their driver, this isn't even a matter of adding additional features, they advertise support for a format which is clearly broken.
(02-04-2018, 02:48 PM)JonnyH Wrote: Please report driver bugs to the device vendor. They are the only ones that can solve these problems. Whining here doesn't help anything.
And it's interesting people use old versions of dolphin as they "work better with vulkan". I can only guess the slight differences in the usage happen to hit fewer driver bugs? As far as I'm aware, there are no bug workarounds removed or new features required since the first vulkan merge...
It's also because it's before we dropped the two-pass destination alpha hack. Since we depend on dual-source blend now, many games are broken. I don't really see the point in investing time optimizing the backend for phones at this point due to that, and there's no framebuffer fetch extension in Vulkan. If such an extension does exist eventually, then I'm happy to look into it.
