GPU/Vulkan: Fix MSAA

And disable sample rate shading ("SSAA") on AMD, Intel, and broken
mobile drivers, because it doesn't work.
This commit is contained in:
Stenzek
2023-09-01 21:25:10 +10:00
parent 0e6efb2241
commit 0da14a5442
4 changed files with 30 additions and 17 deletions

View File

@ -365,6 +365,7 @@ bool VulkanDevice::SelectDeviceFeatures()
m_device_features.largePoints = available_features.largePoints;
m_device_features.wideLines = available_features.wideLines;
m_device_features.samplerAnisotropy = available_features.samplerAnisotropy;
m_device_features.sampleRateShading = available_features.sampleRateShading;
return true;
}
@ -2208,7 +2209,7 @@ bool VulkanDevice::CheckFeatures()
Log_WarningPrintf("Vulkan driver is missing dual-source blending. This will have an impact on performance.");
m_features.noperspective_interpolation = true;
m_features.per_sample_shading = true;
m_features.per_sample_shading = m_device_features.sampleRateShading;
m_features.supports_texture_buffers = true;
#ifdef __APPLE__
@ -2326,12 +2327,19 @@ void VulkanDevice::ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u
VulkanTexture* S = static_cast<VulkanTexture*>(src);
const VkCommandBuffer cmdbuf = GetCurrentCommandBuffer();
S->CommitClear(cmdbuf);
D->CommitClear(cmdbuf);
if (S->GetState() == GPUTexture::State::Cleared)
S->CommitClear(cmdbuf);
if (D->IsRenderTargetOrDepthStencil() && D->GetState() == GPUTexture::State::Cleared)
{
if (width < dst->GetWidth() || height < dst->GetHeight())
D->CommitClear(cmdbuf);
else
D->SetState(GPUTexture::State::Dirty);
}
S->TransitionSubresourcesToLayout(cmdbuf, 0, 1, 0, 1, S->GetLayout(), VulkanTexture::Layout::TransferSrc);
D->TransitionSubresourcesToLayout(cmdbuf, dst_layer, 1, dst_level, 1, D->GetLayout(),
VulkanTexture::Layout::TransferSrc);
VulkanTexture::Layout::TransferDst);
const VkImageResolve resolve = {{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(src_x), static_cast<s32>(src_y), 0},
@ -2342,7 +2350,7 @@ void VulkanDevice::ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &resolve);
S->TransitionSubresourcesToLayout(cmdbuf, 0, 1, 0, 1, VulkanTexture::Layout::TransferSrc, S->GetLayout());
D->TransitionSubresourcesToLayout(cmdbuf, dst_layer, 1, dst_level, 1, VulkanTexture::Layout::TransferSrc,
D->TransitionSubresourcesToLayout(cmdbuf, dst_layer, 1, dst_level, 1, VulkanTexture::Layout::TransferDst,
D->GetLayout());
}