From de3134adbec9e35eba08dbb835c38bc305d2c150 Mon Sep 17 00:00:00 2001 From: riperiperi Date: Thu, 19 Jan 2023 00:30:42 +0000 Subject: 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. --- Ryujinx.Graphics.Vulkan/VulkanInitialization.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'Ryujinx.Graphics.Vulkan/VulkanInitialization.cs') 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, -- cgit v1.2.3