add msaa support for depth textures #38
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@ -5657,12 +5657,11 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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{
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texture = (VulkanTexture*) depthStencilAttachmentInfo->texture;
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/* FIXME: MSAA? */
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attachmentDescriptions[attachmentDescriptionCount].flags = 0;
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attachmentDescriptions[attachmentDescriptionCount].format = texture->format;
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attachmentDescriptions[attachmentDescriptionCount].samples =
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VK_SAMPLE_COUNT_1_BIT;
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attachmentDescriptions[attachmentDescriptionCount].samples = RefreshToVK_SampleCount[
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texture->sampleCount
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];
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attachmentDescriptions[attachmentDescriptionCount].loadOp = RefreshToVK_LoadOp[
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depthStencilAttachmentInfo->loadOp
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];
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@ -5844,8 +5843,9 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
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renderer,
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attachmentInfo.depthStencilFormat
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);
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attachmentDescriptions[attachmentDescriptionCount].samples =
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VK_SAMPLE_COUNT_1_BIT; /* FIXME: do these take multisamples? */
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attachmentDescriptions[attachmentDescriptionCount].samples = RefreshToVK_SampleCount[
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sampleCount
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];
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attachmentDescriptions[attachmentDescriptionCount].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachmentDescriptions[attachmentDescriptionCount].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachmentDescriptions[attachmentDescriptionCount].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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@ -6547,10 +6547,11 @@ static Refresh_Texture* VULKAN_CreateTexture(
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VK_IMAGE_USAGE_TRANSFER_SRC_BIT
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);
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VkImageAspectFlags imageAspectFlags;
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uint8_t isDepthFormat = IsRefreshDepthFormat(textureCreateInfo->format);
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VkFormat format;
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VulkanTexture *result;
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if (IsRefreshDepthFormat(textureCreateInfo->format))
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if (isDepthFormat)
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{
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format = RefreshToVK_DepthFormat(renderer, textureCreateInfo->format);
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}
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@ -6579,7 +6580,7 @@ static Refresh_Texture* VULKAN_CreateTexture(
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imageUsageFlags |= VK_IMAGE_USAGE_STORAGE_BIT;
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}
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if (IsDepthFormat(format))
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if (isDepthFormat)
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{
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imageAspectFlags = VK_IMAGE_ASPECT_DEPTH_BIT;
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@ -6600,14 +6601,18 @@ static Refresh_Texture* VULKAN_CreateTexture(
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textureCreateInfo->depth,
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textureCreateInfo->isCube,
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textureCreateInfo->levelCount,
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isDepthFormat ?
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textureCreateInfo->sampleCount : /* depth textures do not have a separate msaaTex */
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REFRESH_SAMPLECOUNT_1,
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format,
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imageAspectFlags,
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imageUsageFlags
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);
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/* create the MSAA texture */
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if (result != NULL && textureCreateInfo->sampleCount > REFRESH_SAMPLECOUNT_1)
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/* create the MSAA texture for color attachments, if needed */
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if ( result != NULL &&
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!isDepthFormat &&
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textureCreateInfo->sampleCount > REFRESH_SAMPLECOUNT_1 )
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{
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result->msaaTex = VULKAN_INTERNAL_CreateTexture(
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renderer,
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@ -8296,6 +8301,7 @@ static void VULKAN_BeginRenderPass(
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VkClearValue *clearValues;
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uint32_t clearCount = colorAttachmentCount;
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uint32_t multisampleAttachmentCount = 0;
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uint32_t totalColorAttachmentCount = 0;
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uint32_t i;
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VkImageAspectFlags depthAspectFlags;
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Refresh_Viewport defaultViewport;
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@ -8395,9 +8401,8 @@ static void VULKAN_BeginRenderPass(
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texture = (VulkanTexture*) depthStencilAttachmentInfo->texture;
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depthAspectFlags = VK_IMAGE_ASPECT_DEPTH_BIT;
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if (IsStencilFormat(
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texture->format
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)) {
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if (IsStencilFormat(texture->format))
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{
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depthAspectFlags |= VK_IMAGE_ASPECT_STENCIL_BIT;
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}
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@ -8424,7 +8429,9 @@ static void VULKAN_BeginRenderPass(
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clearValues = SDL_stack_alloc(VkClearValue, clearCount);
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for (i = 0; i < colorAttachmentCount + multisampleAttachmentCount; i += 1)
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totalColorAttachmentCount = colorAttachmentCount + multisampleAttachmentCount;
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for (i = 0; i < totalColorAttachmentCount; i += 1)
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{
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clearValues[i].color.float32[0] = colorAttachmentInfos[i].clearColor.x;
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clearValues[i].color.float32[1] = colorAttachmentInfos[i].clearColor.y;
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@ -8444,9 +8451,9 @@ static void VULKAN_BeginRenderPass(
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if (depthStencilAttachmentInfo != NULL)
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{
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clearValues[colorAttachmentCount].depthStencil.depth =
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clearValues[totalColorAttachmentCount].depthStencil.depth =
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depthStencilAttachmentInfo->depthStencilClearValue.depth;
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clearValues[colorAttachmentCount].depthStencil.stencil =
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clearValues[totalColorAttachmentCount].depthStencil.stencil =
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depthStencilAttachmentInfo->depthStencilClearValue.stencil;
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}
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