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de3134adbe
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.
88 lines
3.8 KiB
C#
88 lines
3.8 KiB
C#
using Silk.NET.Vulkan;
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using System;
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namespace Ryujinx.Graphics.Vulkan
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{
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[Flags]
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enum PortabilitySubsetFlags
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{
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None = 0,
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VertexBufferAlignment4B = 1,
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NoTriangleFans = 1 << 1,
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NoPointMode = 1 << 2,
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No3DImageView = 1 << 3,
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NoLodBias = 1 << 4
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}
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readonly struct HardwareCapabilities
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{
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public readonly bool SupportsIndexTypeUint8;
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public readonly bool SupportsCustomBorderColor;
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public readonly bool SupportsIndirectParameters;
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public readonly bool SupportsFragmentShaderInterlock;
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public readonly bool SupportsGeometryShaderPassthrough;
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public readonly bool SupportsSubgroupSizeControl;
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public readonly bool SupportsShaderInt8;
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public readonly bool SupportsConditionalRendering;
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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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public readonly bool SupportsGeometryShader;
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public readonly uint MinSubgroupSize;
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public readonly uint MaxSubgroupSize;
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public readonly ShaderStageFlags RequiredSubgroupSizeStages;
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public readonly SampleCountFlags SupportedSampleCounts;
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public readonly PortabilitySubsetFlags PortabilitySubset;
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public HardwareCapabilities(
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bool supportsIndexTypeUint8,
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bool supportsCustomBorderColor,
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bool supportsIndirectParameters,
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bool supportsFragmentShaderInterlock,
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bool supportsGeometryShaderPassthrough,
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bool supportsSubgroupSizeControl,
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bool supportsShaderInt8,
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bool supportsConditionalRendering,
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bool supportsExtendedDynamicState,
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bool supportsMultiView,
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bool supportsNullDescriptors,
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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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ShaderStageFlags requiredSubgroupSizeStages,
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SampleCountFlags supportedSampleCounts,
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PortabilitySubsetFlags portabilitySubset)
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{
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SupportsIndexTypeUint8 = supportsIndexTypeUint8;
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SupportsCustomBorderColor = supportsCustomBorderColor;
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SupportsIndirectParameters = supportsIndirectParameters;
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SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock;
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SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough;
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SupportsSubgroupSizeControl = supportsSubgroupSizeControl;
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SupportsShaderInt8 = supportsShaderInt8;
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SupportsConditionalRendering = supportsConditionalRendering;
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SupportsExtendedDynamicState = supportsExtendedDynamicState;
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SupportsMultiView = supportsMultiView;
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SupportsNullDescriptors = supportsNullDescriptors;
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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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RequiredSubgroupSizeStages = requiredSubgroupSizeStages;
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SupportedSampleCounts = supportedSampleCounts;
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PortabilitySubset = portabilitySubset;
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}
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}
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}
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