multisampling: only build the per-sample pipeline if the device supports it

Bug: #605
This commit is contained in:
Chris Forbes 2019-09-05 22:28:37 +01:00
parent 2f985f2aae
commit 197671b586

View file

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