Vulkan: Implement multisample <-> non-multisample copies and depth-stencil resolve (#3723)
* Vulkan: Implement multisample <-> non-multisample copies and depth-stencil resolve * FramebufferParams is no longer required there * Implement Specialization Constants and merge CopyMS Shaders (#15) * Vulkan: Initial Specialization Constants * Replace with specialized helper shader * Reimplement everything Fix nonexistant interaction with Ryu pipeline caching Decouple specialization info from data and relocate them Generalize mapping and add type enum to better match spv types Use local fixed scopes instead of global unmanaged allocs * Fix misses in initial implementation Use correct info variable in Create2DLayerView Add ShaderStorageImageMultisample to required feature set * Use texture for source image * No point in using ReadOnlyMemory * Apply formatting feedback Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Apply formatting suggestions on shader source Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Support conversion with samples count that does not match the requested count, other minor changes Co-authored-by: mageven <62494521+mageven@users.noreply.github.com>
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@ -139,7 +139,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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if (!destinationView.Target.IsMultisample() && Target.IsMultisample())
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{
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_renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, srcLayer, dstLayer,1);
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_renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, srcLayer, dstLayer, 1);
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}
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else if (destinationView.Target.IsMultisample() && !Target.IsMultisample())
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{
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