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.
This commit is contained in:
riperiperi 2023-01-19 00:30:42 +00:00 committed by GitHub
parent 36d53819a4
commit de3134adbe
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
4 changed files with 7 additions and 2 deletions

View file

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