multisampling: only build the per-sample pipeline if the device supports it
Bug: #605
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1 changed files with 11 additions and 7 deletions
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@ -577,6 +577,9 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAA));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAA));
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if (vulkanDevice->features.sampleRateShading)
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{
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// MSAA with sample shading pipeline
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// MSAA with sample shading pipeline
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// Sample shading enables per-sample shading to avoid shader aliasing and smooth out e.g. high frequency texture maps
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// Sample shading enables per-sample shading to avoid shader aliasing and smooth out e.g. high frequency texture maps
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// Note: This will trade performance for are more stable image
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// Note: This will trade performance for are more stable image
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@ -585,6 +588,7 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAASampleShading));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAASampleShading));
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}
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}
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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void prepareUniformBuffers()
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