mirror of
https://github.com/RPCSX/rpcsx.git
synced 2025-12-06 07:12:14 +01:00
Reduces amount of string copies [Utilities] fmt::replace_all: avoid creation of temporary strings
550 lines
17 KiB
C++
550 lines
17 KiB
C++
#pragma once
|
|
|
|
#include "VKCompute.h"
|
|
#include "VKOverlays.h"
|
|
|
|
#include "vkutils/image.h"
|
|
|
|
namespace vk
|
|
{
|
|
struct cs_resolve_base : compute_task
|
|
{
|
|
vk::viewable_image* multisampled = nullptr;
|
|
vk::viewable_image* resolve = nullptr;
|
|
|
|
u32 cs_wave_x = 1;
|
|
u32 cs_wave_y = 1;
|
|
|
|
cs_resolve_base()
|
|
{}
|
|
|
|
virtual ~cs_resolve_base()
|
|
{}
|
|
|
|
// FIXME: move body to cpp
|
|
void build(const std::string& kernel, const std::string& format_prefix, int direction)
|
|
{
|
|
create();
|
|
|
|
// TODO: Tweak occupancy
|
|
switch (optimal_group_size)
|
|
{
|
|
default:
|
|
case 64:
|
|
cs_wave_x = 8;
|
|
cs_wave_y = 8;
|
|
break;
|
|
case 32:
|
|
cs_wave_x = 8;
|
|
cs_wave_y = 4;
|
|
break;
|
|
}
|
|
|
|
const std::pair<std::string_view, std::string> syntax_replace[] =
|
|
{
|
|
{ "%wx", std::to_string(cs_wave_x) },
|
|
{ "%wy", std::to_string(cs_wave_y) },
|
|
};
|
|
|
|
m_src =
|
|
"#version 430\n"
|
|
"layout(local_size_x=%wx, local_size_y=%wy, local_size_z=1) in;\n"
|
|
"\n";
|
|
|
|
m_src = fmt::replace_all(m_src, syntax_replace);
|
|
|
|
if (direction == 0)
|
|
{
|
|
m_src +=
|
|
"layout(set=0, binding=0, " + format_prefix + ") uniform readonly restrict image2DMS multisampled;\n"
|
|
"layout(set=0, binding=1) uniform writeonly restrict image2D resolve;\n";
|
|
}
|
|
else
|
|
{
|
|
m_src +=
|
|
"layout(set=0, binding=0) uniform writeonly restrict image2DMS multisampled;\n"
|
|
"layout(set=0, binding=1, " + format_prefix + ") uniform readonly restrict image2D resolve;\n";
|
|
}
|
|
|
|
m_src +=
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" ivec2 resolve_size = imageSize(resolve);\n"
|
|
" ivec2 aa_size = imageSize(multisampled);\n"
|
|
" ivec2 sample_count = resolve_size / aa_size;\n"
|
|
"\n"
|
|
" if (any(greaterThanEqual(gl_GlobalInvocationID.xy, uvec2(resolve_size)))) return;"
|
|
"\n"
|
|
" ivec2 resolve_coords = ivec2(gl_GlobalInvocationID.xy);\n"
|
|
" ivec2 aa_coords = resolve_coords / sample_count;\n"
|
|
" ivec2 sample_loc = ivec2(resolve_coords % sample_count);\n"
|
|
" int sample_index = sample_loc.x + (sample_loc.y * sample_count.y);\n"
|
|
+ kernel +
|
|
"}\n";
|
|
|
|
rsx_log.notice("Compute shader:\n%s", m_src);
|
|
}
|
|
|
|
std::vector<std::pair<VkDescriptorType, u8>> get_descriptor_layout() override
|
|
{
|
|
return
|
|
{
|
|
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 2 }
|
|
};
|
|
}
|
|
|
|
void declare_inputs() override
|
|
{
|
|
std::vector<vk::glsl::program_input> inputs =
|
|
{
|
|
{
|
|
::glsl::program_domain::glsl_compute_program,
|
|
vk::glsl::program_input_type::input_type_texture,
|
|
{}, {},
|
|
0,
|
|
"multisampled"
|
|
},
|
|
{
|
|
::glsl::program_domain::glsl_compute_program,
|
|
vk::glsl::program_input_type::input_type_texture,
|
|
{}, {},
|
|
1,
|
|
"resolve"
|
|
}
|
|
};
|
|
|
|
m_program->load_uniforms(inputs);
|
|
}
|
|
|
|
void bind_resources() override
|
|
{
|
|
auto msaa_view = multisampled->get_view(VK_REMAP_VIEW_MULTISAMPLED, rsx::default_remap_vector);
|
|
auto resolved_view = resolve->get_view(VK_REMAP_IDENTITY, rsx::default_remap_vector);
|
|
m_program->bind_uniform({ VK_NULL_HANDLE, msaa_view->value, multisampled->current_layout }, "multisampled", VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, m_descriptor_set);
|
|
m_program->bind_uniform({ VK_NULL_HANDLE, resolved_view->value, resolve->current_layout }, "resolve", VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, m_descriptor_set);
|
|
}
|
|
|
|
void run(VkCommandBuffer cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image)
|
|
{
|
|
ensure(msaa_image->samples() > 1);
|
|
ensure(resolve_image->samples() == 1);
|
|
|
|
multisampled = msaa_image;
|
|
resolve = resolve_image;
|
|
|
|
const u32 invocations_x = utils::align(resolve_image->width(), cs_wave_x) / cs_wave_x;
|
|
const u32 invocations_y = utils::align(resolve_image->height(), cs_wave_y) / cs_wave_y;
|
|
|
|
compute_task::run(cmd, invocations_x, invocations_y, 1);
|
|
}
|
|
};
|
|
|
|
struct cs_resolve_task : cs_resolve_base
|
|
{
|
|
cs_resolve_task(const std::string& format_prefix, bool bgra_swap = false)
|
|
{
|
|
// Allow rgba->bgra transformation for old GeForce cards
|
|
const std::string swizzle = bgra_swap? ".bgra" : "";
|
|
|
|
std::string kernel =
|
|
" vec4 aa_sample = imageLoad(multisampled, aa_coords, sample_index);\n"
|
|
" imageStore(resolve, resolve_coords, aa_sample" + swizzle + ");\n";
|
|
|
|
build(kernel, format_prefix, 0);
|
|
}
|
|
};
|
|
|
|
struct cs_unresolve_task : cs_resolve_base
|
|
{
|
|
cs_unresolve_task(const std::string& format_prefix, bool bgra_swap = false)
|
|
{
|
|
// Allow rgba->bgra transformation for old GeForce cards
|
|
const std::string swizzle = bgra_swap? ".bgra" : "";
|
|
|
|
std::string kernel =
|
|
" vec4 resolved_sample = imageLoad(resolve, resolve_coords);\n"
|
|
" imageStore(multisampled, aa_coords, sample_index, resolved_sample" + swizzle + ");\n";
|
|
|
|
build(kernel, format_prefix, 1);
|
|
}
|
|
};
|
|
|
|
struct depth_resolve_base : public overlay_pass
|
|
{
|
|
u8 samples_x = 1;
|
|
u8 samples_y = 1;
|
|
s32 static_parameters[4];
|
|
s32 static_parameters_width = 2;
|
|
|
|
depth_resolve_base()
|
|
{
|
|
renderpass_config.set_depth_mask(true);
|
|
renderpass_config.enable_depth_test(VK_COMPARE_OP_ALWAYS);
|
|
|
|
// Depth-stencil buffers are almost never filterable, and we do not need it here (1:1 mapping)
|
|
m_sampler_filter = VK_FILTER_NEAREST;
|
|
}
|
|
|
|
void build(const std::string& kernel, const std::string& extensions, const std::vector<const char*>& inputs)
|
|
{
|
|
vs_src =
|
|
"#version 450\n"
|
|
"#extension GL_ARB_separate_shader_objects : enable\n\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};\n"
|
|
" gl_Position = vec4(positions[gl_VertexIndex % 4], 0., 1.);\n"
|
|
"}\n";
|
|
|
|
fs_src =
|
|
"#version 420\n"
|
|
"#extension GL_ARB_separate_shader_objects : enable\n";
|
|
fs_src += extensions +
|
|
"\n"
|
|
"layout(push_constant) uniform static_data{ ivec" + std::to_string(static_parameters_width) + " regs[1]; };\n";
|
|
|
|
int binding = 1;
|
|
for (const auto& input : inputs)
|
|
{
|
|
fs_src += "layout(set=0, binding=" + std::to_string(binding++) + ") uniform " + input + ";\n";
|
|
}
|
|
|
|
fs_src +=
|
|
"//layout(pixel_center_integer) in vec4 gl_FragCoord;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n";
|
|
fs_src += kernel +
|
|
"}\n";
|
|
|
|
rsx_log.notice("Resolve shader:\n%s", fs_src);
|
|
}
|
|
|
|
std::vector<VkPushConstantRange> get_push_constants() override
|
|
{
|
|
VkPushConstantRange constant;
|
|
constant.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
|
constant.offset = 0;
|
|
constant.size = 16;
|
|
|
|
return { constant };
|
|
}
|
|
|
|
void update_uniforms(vk::command_buffer& cmd, vk::glsl::program* /*program*/) override
|
|
{
|
|
vkCmdPushConstants(cmd, m_pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, static_parameters_width * 4, static_parameters);
|
|
}
|
|
|
|
void update_sample_configuration(vk::image* msaa_image)
|
|
{
|
|
switch (msaa_image->samples())
|
|
{
|
|
case 1:
|
|
fmt::throw_exception("MSAA input not multisampled!");
|
|
case 2:
|
|
samples_x = 2;
|
|
samples_y = 1;
|
|
break;
|
|
case 4:
|
|
samples_x = samples_y = 2;
|
|
break;
|
|
default:
|
|
fmt::throw_exception("Unsupported sample count %d", msaa_image->samples());
|
|
}
|
|
|
|
static_parameters[0] = samples_x;
|
|
static_parameters[1] = samples_y;
|
|
}
|
|
};
|
|
|
|
struct depthonly_resolve : depth_resolve_base
|
|
{
|
|
depthonly_resolve()
|
|
{
|
|
build(
|
|
" ivec2 out_coord = ivec2(gl_FragCoord.xy);\n"
|
|
" ivec2 in_coord = (out_coord / regs[0].xy);\n"
|
|
" ivec2 sample_loc = out_coord % regs[0].xy;\n"
|
|
" int sample_index = sample_loc.x + (sample_loc.y * regs[0].y);\n"
|
|
" float frag_depth = texelFetch(fs0, in_coord, sample_index).x;\n"
|
|
" gl_FragDepth = frag_depth;\n",
|
|
"",
|
|
{ "sampler2DMS fs0" });
|
|
}
|
|
|
|
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
|
|
{
|
|
update_sample_configuration(msaa_image);
|
|
auto src_view = msaa_image->get_view(VK_REMAP_VIEW_MULTISAMPLED, rsx::default_remap_vector);
|
|
|
|
overlay_pass::run(
|
|
cmd,
|
|
{ 0, 0, resolve_image->width(), resolve_image->height() },
|
|
resolve_image, src_view,
|
|
render_pass);
|
|
}
|
|
};
|
|
|
|
struct depthonly_unresolve : depth_resolve_base
|
|
{
|
|
depthonly_unresolve()
|
|
{
|
|
build(
|
|
" ivec2 pixel_coord = ivec2(gl_FragCoord.xy);\n"
|
|
" pixel_coord *= regs[0].xy;\n"
|
|
" pixel_coord.x += (gl_SampleID % regs[0].x);\n"
|
|
" pixel_coord.y += (gl_SampleID / regs[0].x);\n"
|
|
" float frag_depth = texelFetch(fs0, pixel_coord, 0).x;\n"
|
|
" gl_FragDepth = frag_depth;\n",
|
|
"",
|
|
{ "sampler2D fs0" });
|
|
}
|
|
|
|
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
|
|
{
|
|
renderpass_config.set_multisample_state(msaa_image->samples(), 0xFFFF, true, false, false);
|
|
renderpass_config.set_multisample_shading_rate(1.f);
|
|
update_sample_configuration(msaa_image);
|
|
|
|
auto src_view = resolve_image->get_view(VK_REMAP_IDENTITY, rsx::default_remap_vector);
|
|
|
|
overlay_pass::run(
|
|
cmd,
|
|
{ 0, 0, msaa_image->width(), msaa_image->height() },
|
|
msaa_image, src_view,
|
|
render_pass);
|
|
}
|
|
};
|
|
|
|
struct stencilonly_resolve : depth_resolve_base
|
|
{
|
|
VkClearRect region{};
|
|
VkClearAttachment clear_info{};
|
|
|
|
stencilonly_resolve()
|
|
{
|
|
renderpass_config.enable_stencil_test(
|
|
VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, // Always replace
|
|
VK_COMPARE_OP_ALWAYS, // Always pass
|
|
0xFF, // Full write-through
|
|
0xFF); // Write active bit
|
|
|
|
renderpass_config.set_stencil_mask(0xFF);
|
|
renderpass_config.set_depth_mask(false);
|
|
|
|
clear_info.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
region.baseArrayLayer = 0;
|
|
region.layerCount = 1;
|
|
|
|
static_parameters_width = 3;
|
|
|
|
build(
|
|
" ivec2 out_coord = ivec2(gl_FragCoord.xy);\n"
|
|
" ivec2 in_coord = (out_coord / regs[0].xy);\n"
|
|
" ivec2 sample_loc = out_coord % regs[0].xy;\n"
|
|
" int sample_index = sample_loc.x + (sample_loc.y * regs[0].y);\n"
|
|
" uint frag_stencil = texelFetch(fs0, in_coord, sample_index).x;\n"
|
|
" if ((frag_stencil & uint(regs[0].z)) == 0) discard;\n",
|
|
"",
|
|
{"usampler2DMS fs0"});
|
|
}
|
|
|
|
void get_dynamic_state_entries(std::vector<VkDynamicState>& state_descriptors) override
|
|
{
|
|
state_descriptors.push_back(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
|
|
}
|
|
|
|
void emit_geometry(vk::command_buffer& cmd) override
|
|
{
|
|
vkCmdClearAttachments(cmd, 1, &clear_info, 1, ®ion);
|
|
|
|
for (s32 write_mask = 0x1; write_mask <= 0x80; write_mask <<= 1)
|
|
{
|
|
vkCmdSetStencilWriteMask(cmd, VK_STENCIL_FRONT_AND_BACK, write_mask);
|
|
vkCmdPushConstants(cmd, m_pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 8, 4, &write_mask);
|
|
|
|
overlay_pass::emit_geometry(cmd);
|
|
}
|
|
}
|
|
|
|
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
|
|
{
|
|
update_sample_configuration(msaa_image);
|
|
auto stencil_view = msaa_image->get_view(VK_REMAP_VIEW_MULTISAMPLED, rsx::default_remap_vector, VK_IMAGE_ASPECT_STENCIL_BIT);
|
|
|
|
region.rect.extent.width = resolve_image->width();
|
|
region.rect.extent.height = resolve_image->height();
|
|
|
|
overlay_pass::run(
|
|
cmd,
|
|
{ 0, 0, resolve_image->width(), resolve_image->height() },
|
|
resolve_image, stencil_view,
|
|
render_pass);
|
|
}
|
|
};
|
|
|
|
struct stencilonly_unresolve : depth_resolve_base
|
|
{
|
|
VkClearRect region{};
|
|
VkClearAttachment clear_info{};
|
|
|
|
stencilonly_unresolve()
|
|
{
|
|
renderpass_config.enable_stencil_test(
|
|
VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, // Always replace
|
|
VK_COMPARE_OP_ALWAYS, // Always pass
|
|
0xFF, // Full write-through
|
|
0xFF); // Write active bit
|
|
|
|
renderpass_config.set_stencil_mask(0xFF);
|
|
renderpass_config.set_depth_mask(false);
|
|
|
|
clear_info.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
region.baseArrayLayer = 0;
|
|
region.layerCount = 1;
|
|
|
|
static_parameters_width = 3;
|
|
|
|
build(
|
|
" ivec2 pixel_coord = ivec2(gl_FragCoord.xy);\n"
|
|
" pixel_coord *= regs[0].xy;\n"
|
|
" pixel_coord.x += (gl_SampleID % regs[0].x);\n"
|
|
" pixel_coord.y += (gl_SampleID / regs[0].x);\n"
|
|
" uint frag_stencil = texelFetch(fs0, pixel_coord, 0).x;\n"
|
|
" if ((frag_stencil & uint(regs[0].z)) == 0) discard;\n",
|
|
"",
|
|
{ "usampler2D fs0" });
|
|
}
|
|
|
|
void get_dynamic_state_entries(std::vector<VkDynamicState>& state_descriptors) override
|
|
{
|
|
state_descriptors.push_back(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
|
|
}
|
|
|
|
void emit_geometry(vk::command_buffer& cmd) override
|
|
{
|
|
vkCmdClearAttachments(cmd, 1, &clear_info, 1, ®ion);
|
|
|
|
for (s32 write_mask = 0x1; write_mask <= 0x80; write_mask <<= 1)
|
|
{
|
|
vkCmdSetStencilWriteMask(cmd, VK_STENCIL_FRONT_AND_BACK, write_mask);
|
|
vkCmdPushConstants(cmd, m_pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 8, 4, &write_mask);
|
|
|
|
overlay_pass::emit_geometry(cmd);
|
|
}
|
|
}
|
|
|
|
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
|
|
{
|
|
renderpass_config.set_multisample_state(msaa_image->samples(), 0xFFFF, true, false, false);
|
|
renderpass_config.set_multisample_shading_rate(1.f);
|
|
update_sample_configuration(msaa_image);
|
|
|
|
auto stencil_view = resolve_image->get_view(VK_REMAP_IDENTITY, rsx::default_remap_vector, VK_IMAGE_ASPECT_STENCIL_BIT);
|
|
|
|
region.rect.extent.width = resolve_image->width();
|
|
region.rect.extent.height = resolve_image->height();
|
|
|
|
overlay_pass::run(
|
|
cmd,
|
|
{ 0, 0, msaa_image->width(), msaa_image->height() },
|
|
msaa_image, stencil_view,
|
|
render_pass);
|
|
}
|
|
};
|
|
|
|
struct depthstencil_resolve_EXT : depth_resolve_base
|
|
{
|
|
depthstencil_resolve_EXT()
|
|
{
|
|
renderpass_config.enable_stencil_test(
|
|
VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, // Always replace
|
|
VK_COMPARE_OP_ALWAYS, // Always pass
|
|
0xFF, // Full write-through
|
|
0); // Unused
|
|
|
|
renderpass_config.set_stencil_mask(0xFF);
|
|
m_num_usable_samplers = 2;
|
|
|
|
build(
|
|
" ivec2 out_coord = ivec2(gl_FragCoord.xy);\n"
|
|
" ivec2 in_coord = (out_coord / regs[0].xy);\n"
|
|
" ivec2 sample_loc = out_coord % ivec2(regs[0].xy);\n"
|
|
" int sample_index = sample_loc.x + (sample_loc.y * regs[0].y);\n"
|
|
" float frag_depth = texelFetch(fs0, in_coord, sample_index).x;\n"
|
|
" uint frag_stencil = texelFetch(fs1, in_coord, sample_index).x;\n"
|
|
" gl_FragDepth = frag_depth;\n"
|
|
" gl_FragStencilRefARB = int(frag_stencil);\n",
|
|
|
|
"#extension GL_ARB_shader_stencil_export : enable\n",
|
|
|
|
{ "sampler2DMS fs0", "usampler2DMS fs1" });
|
|
}
|
|
|
|
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
|
|
{
|
|
update_sample_configuration(msaa_image);
|
|
auto depth_view = msaa_image->get_view(VK_REMAP_VIEW_MULTISAMPLED, rsx::default_remap_vector, VK_IMAGE_ASPECT_DEPTH_BIT);
|
|
auto stencil_view = msaa_image->get_view(VK_REMAP_VIEW_MULTISAMPLED, rsx::default_remap_vector, VK_IMAGE_ASPECT_STENCIL_BIT);
|
|
|
|
overlay_pass::run(
|
|
cmd,
|
|
{ 0, 0, resolve_image->width(), resolve_image->height() },
|
|
resolve_image, { depth_view, stencil_view },
|
|
render_pass);
|
|
}
|
|
};
|
|
|
|
struct depthstencil_unresolve_EXT : depth_resolve_base
|
|
{
|
|
depthstencil_unresolve_EXT()
|
|
{
|
|
renderpass_config.enable_stencil_test(
|
|
VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, VK_STENCIL_OP_REPLACE, // Always replace
|
|
VK_COMPARE_OP_ALWAYS, // Always pass
|
|
0xFF, // Full write-through
|
|
0); // Unused
|
|
|
|
renderpass_config.set_stencil_mask(0xFF);
|
|
m_num_usable_samplers = 2;
|
|
|
|
build(
|
|
" ivec2 pixel_coord = ivec2(gl_FragCoord.xy);\n"
|
|
" pixel_coord *= regs[0].xy;\n"
|
|
" pixel_coord.x += (gl_SampleID % regs[0].x);\n"
|
|
" pixel_coord.y += (gl_SampleID / regs[0].x);\n"
|
|
" float frag_depth = texelFetch(fs0, pixel_coord, 0).x;\n"
|
|
" uint frag_stencil = texelFetch(fs1, pixel_coord, 0).x;\n"
|
|
" gl_FragDepth = frag_depth;\n"
|
|
" gl_FragStencilRefARB = int(frag_stencil);\n",
|
|
|
|
"#extension GL_ARB_shader_stencil_export : enable\n",
|
|
|
|
{ "sampler2D fs0", "usampler2D fs1" });
|
|
}
|
|
|
|
void run(vk::command_buffer& cmd, vk::viewable_image* msaa_image, vk::viewable_image* resolve_image, VkRenderPass render_pass)
|
|
{
|
|
renderpass_config.set_multisample_state(msaa_image->samples(), 0xFFFF, true, false, false);
|
|
renderpass_config.set_multisample_shading_rate(1.f);
|
|
update_sample_configuration(msaa_image);
|
|
|
|
auto depth_view = resolve_image->get_view(VK_REMAP_IDENTITY, rsx::default_remap_vector, VK_IMAGE_ASPECT_DEPTH_BIT);
|
|
auto stencil_view = resolve_image->get_view(VK_REMAP_IDENTITY, rsx::default_remap_vector, VK_IMAGE_ASPECT_STENCIL_BIT);
|
|
|
|
overlay_pass::run(
|
|
cmd,
|
|
{ 0, 0, msaa_image->width(), msaa_image->height() },
|
|
msaa_image, { depth_view, stencil_view },
|
|
render_pass);
|
|
}
|
|
};
|
|
|
|
//void resolve_image(vk::command_buffer& cmd, vk::viewable_image* dst, vk::viewable_image* src);
|
|
//void unresolve_image(vk::command_buffer& cmd, vk::viewable_image* dst, vk::viewable_image* src);
|
|
void reset_resolve_resources();
|
|
void clear_resolve_helpers();
|
|
}
|