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Vulkan: Explicitly enable precise occlusion queries (#4292)
The only guarantee of the occlusion query type in Vulkan is that it will be zero when no samples pass, and non-zero when any samples pass. Of course, most GPUs implement this by just placing the # of samples in the result and calling it a day. However, this lax restriction means that GPUs could just report a boolean (1/0) or report a value after one is recorded, but before all samples have been counted. MoltenVK falls in the first category - by default it only reports 1/0 for occlusion queries. Thankfully, there is a feature and flag that you can use to force compatible drivers to provide a "precise" query result, that being the real # of samples passed. Should fix ink collision in Splatoon 2/3 on MoltenVK.
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@ -28,6 +28,7 @@ namespace Ryujinx.Graphics.Vulkan
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public readonly bool SupportsExtendedDynamicState;
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public readonly bool SupportsMultiView;
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public readonly bool SupportsNullDescriptors;
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public readonly bool SupportsPreciseOcclusionQueries;
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public readonly bool SupportsPushDescriptors;
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public readonly bool SupportsTransformFeedback;
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public readonly bool SupportsTransformFeedbackQueries;
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@ -53,6 +54,7 @@ namespace Ryujinx.Graphics.Vulkan
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bool supportsPushDescriptors,
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bool supportsTransformFeedback,
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bool supportsTransformFeedbackQueries,
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bool supportsPreciseOcclusionQueries,
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bool supportsGeometryShader,
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uint minSubgroupSize,
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uint maxSubgroupSize,
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@ -74,6 +76,7 @@ namespace Ryujinx.Graphics.Vulkan
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SupportsPushDescriptors = supportsPushDescriptors;
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SupportsTransformFeedback = supportsTransformFeedback;
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SupportsTransformFeedbackQueries = supportsTransformFeedbackQueries;
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SupportsPreciseOcclusionQueries = supportsPreciseOcclusionQueries;
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SupportsGeometryShader = supportsGeometryShader;
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MinSubgroupSize = minSubgroupSize;
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MaxSubgroupSize = maxSubgroupSize;
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