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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4 changed files with 7 additions and 2 deletions
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@ -235,7 +235,7 @@ namespace Ryujinx.Graphics.Vulkan
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foreach (var queryPool in _activeQueries)
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{
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Gd.Api.CmdResetQueryPool(CommandBuffer, queryPool, 0, 1);
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Gd.Api.CmdBeginQuery(CommandBuffer, queryPool, 0, 0);
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Gd.Api.CmdBeginQuery(CommandBuffer, queryPool, 0, Gd.Capabilities.SupportsPreciseOcclusionQueries ? QueryControlFlags.PreciseBit : 0);
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}
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Restore();
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@ -255,7 +255,7 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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Gd.Api.CmdBeginQuery(CommandBuffer, pool, 0, 0);
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Gd.Api.CmdBeginQuery(CommandBuffer, pool, 0, Gd.Capabilities.SupportsPreciseOcclusionQueries ? QueryControlFlags.PreciseBit : 0);
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_activeQueries.Add(pool);
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}
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