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author | riperiperi <rhy3756547@hotmail.com> | 2023-01-19 00:30:42 +0000 |
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committer | GitHub <noreply@github.com> | 2023-01-19 00:30:42 +0000 |
commit | de3134adbec9e35eba08dbb835c38bc305d2c150 (patch) | |
tree | c13bbb11f7e9fbbc8dbf303f8f15f40352e0f39d /Ryujinx.Graphics.Vulkan/VulkanInitialization.cs | |
parent | 36d53819a473d195f9efd1253b2421e8670f6c84 (diff) |
Vulkan: Explicitly enable precise occlusion queries (#4292)1.1.574
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.
Diffstat (limited to 'Ryujinx.Graphics.Vulkan/VulkanInitialization.cs')
-rw-r--r-- | Ryujinx.Graphics.Vulkan/VulkanInitialization.cs | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs b/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs index fe9462aa..00baad10 100644 --- a/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs +++ b/Ryujinx.Graphics.Vulkan/VulkanInitialization.cs @@ -416,6 +416,7 @@ namespace Ryujinx.Graphics.Vulkan IndependentBlend = true, LogicOp = supportedFeatures.LogicOp, MultiViewport = true, + OcclusionQueryPrecise = supportedFeatures.OcclusionQueryPrecise, PipelineStatisticsQuery = supportedFeatures.PipelineStatisticsQuery, SamplerAnisotropy = true, ShaderClipDistance = true, |