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