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

@ -577,13 +577,17 @@ public:
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAA));
// 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
multisampleState.sampleShadingEnable = VK_TRUE; // Enable per-sample shading (instead of per-fragment)
multisampleState.minSampleShading = 0.25f; // Minimum fraction for sample shading
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAASampleShading));
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
multisampleState.sampleShadingEnable = VK_TRUE; // Enable per-sample shading (instead of per-fragment)
multisampleState.minSampleShading = 0.25f; // Minimum fraction for sample shading
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAASampleShading));
}
}
// Prepare and initialize uniform buffer containing shader uniforms