Only use separate D3D11 devices on Intel and Nvidia

Preserve the texture array binding path on AMD FL11.1+, since it seems to work fine on Polaris with shared devices.

Fixes #2003
This commit is contained in:
Cameron Gutman
2026-09-06 15:21:11 -05:00
parent 54f8fed51d
commit 09873287ca
@@ -371,20 +371,17 @@ bool D3D11VARenderer::createDeviceByAdapterIndex(int adapterIndex, bool* adapter
separateDevices = SUCCEEDED(hr) && d3d11Options.ExtendedResourceSharing && m_FenceType != SupportedFenceType::None;
if (separateDevices) {
// The Radon HD 5570 GPU drivers deadlock when decoding into shared texture arrays, so let's
// limit usage of separate devices to FL 11.1+ GPUs to try to exclude old GPU drivers. We'll
// exempt Intel GPUs because those have been confirmed to work properly (and the extra fence
// that this device separation uses acts as a workaround for a bug in their old drivers where
// they don't properly synchronize between decoder output usage and SRV usage).
if (featureLevel < D3D_FEATURE_LEVEL_11_1 && adapterDesc.VendorId != 0x8086) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Avoiding texture sharing for old pre-FL11.1 GPU");
separateDevices = false;
}
else if (adapterDesc.VendorId == 0x1ED5 || // Moore Threads (texture is all zero/green)
adapterDesc.VendorId == 0x4D4F4351) { // Qualcomm (decoding is unstable/slow on QC710)
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Avoiding texture sharing on known broken GPU vendor");
// This texture array sharing codepath is quite prone to driver bugs.
//
// Broken GPU vendors/cards/drivers include:
// - Moore Threads (texture is all zero/green)
// - Qualcomm (decoding is unstable/slow on QC710)
// - AMD (Polaris cards display corrupt output - see #2003,
// HD 5570 drivers deadlock with shared texture arrays)
//
// Due to all these issues, we will only use this path for Intel and NVIDIA where we know it
// provides tangible benefits (performance for the former and VRR support for the latter).
if (adapterDesc.VendorId != 0x8086 && adapterDesc.VendorId != 0x10DE && adapterDesc.VendorId != 'ADVN') {
separateDevices = false;
}
}
@@ -406,12 +403,11 @@ bool D3D11VARenderer::createDeviceByAdapterIndex(int adapterIndex, bool* adapter
// significant performance impact of the extra copy. See:
// https://github.com/moonlight-stream/moonlight-qt/issues/1304
//
// Also bind SRVs when using separate decoding and rendering
// devices as this improves render times by about 2x on my
// Ryzen 3300U system. The fences we use between decoding
// and rendering contexts should hopefully avoid any of the
// synchronization issues we've seen between decoder and SRVs.
m_BindDecoderOutputTextures = adapterDesc.VendorId == 0x8086 || separateDevices;
// Also bind SRVs as this improves render times by about 2x on
// my Ryzen 3300U system.
m_BindDecoderOutputTextures = adapterDesc.VendorId == 0x8086 ||
(adapterDesc.VendorId == 0x1002 && featureLevel >= D3D_FEATURE_LEVEL_11_1) ||
separateDevices;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,