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anv: Assume full subgroups for shaders that use shared memory in Resident Evil 2

Sviatoslav Peleshko requested to merge GL/mesa:wa_resident_evil_2 into main

The game uses a compute shader for occlusion culling. This shader lacks proper groupshared memory sync, and needs 32-wide subgroup to work correctly. Otherwise, the visible geometry sometimes gets removed, so the flickering happens.

Closes: #7595

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