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

@ -5,8 +5,9 @@
class GPU_HW_ShaderGen : public ShaderGen
{
public:
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color, bool scaled_dithering,
GPUTextureFilter texture_filtering, bool uv_limits, bool supports_dual_source_blend);
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits,
bool supports_dual_source_blend);
~GPU_HW_ShaderGen();
std::string GenerateBatchVertexShader(bool textured);
@ -20,11 +21,16 @@ public:
std::string GenerateVRAMUpdateDepthFragmentShader();
private:
ALWAYS_INLINE bool UsingMSAA() const { return m_multisamples > 1; }
ALWAYS_INLINE bool UsingPerSampleShading() const { return m_multisamples > 1 && m_per_sample_shading; }
void WriteCommonFunctions(std::stringstream& ss);
void WriteBatchUniformBuffer(std::stringstream& ss);
void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter);
u32 m_resolution_scale;
u32 m_multisamples;
bool m_per_sample_shading;
bool m_true_color;
bool m_scaled_dithering;
GPUTextureFilter m_texture_filter;