GPU: Implement support for multisample antialiasing

This commit is contained in:
Connor McLaughlin
2020-10-31 00:38:06 +10:00
parent 61a4960380
commit 2eaebd8921
28 changed files with 804 additions and 407 deletions

View File

@ -23,6 +23,8 @@ public:
ALWAYS_INLINE u32 GetWidth() const { return m_width; }
ALWAYS_INLINE u32 GetHeight() const { return m_height; }
ALWAYS_INLINE u32 GetSamples() const { return m_samples; }
ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
ALWAYS_INLINE DXGI_FORMAT GetFormat() const { return GetDesc().Format; }
D3D11_TEXTURE2D_DESC GetDesc() const;
@ -31,7 +33,7 @@ public:
ALWAYS_INLINE operator ID3D11RenderTargetView*() const { return m_rtv.Get(); }
ALWAYS_INLINE operator bool() const { return static_cast<bool>(m_texture); }
bool Create(ID3D11Device* device, u32 width, u32 height, DXGI_FORMAT format, u32 bind_flags,
bool Create(ID3D11Device* device, u32 width, u32 height, u32 samples, DXGI_FORMAT format, u32 bind_flags,
const void* initial_data = nullptr, u32 initial_data_stride = 0);
bool Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture);
@ -43,5 +45,6 @@ private:
ComPtr<ID3D11RenderTargetView> m_rtv;
u32 m_width;
u32 m_height;
u32 m_samples;
};
} // namespace D3D11