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vulkan: implement texture msaa
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@@ -31,10 +31,13 @@ struct RenderPassAttachment
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{
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VkFormat format = VK_FORMAT_UNDEFINED;
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bool discard = true;
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VkSampleCountFlagBits msaaSamples = VK_SAMPLE_COUNT_1_BIT;
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bool operator==(const RenderPassAttachment &attachment) const
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{
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return format == attachment.format && discard == attachment.discard;
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return format == attachment.format &&
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discard == attachment.discard &&
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msaaSamples == attachment.msaaSamples;
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}
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};
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@@ -44,7 +47,6 @@ struct RenderPassConfiguration
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struct StaticRenderPassConfiguration
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{
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VkSampleCountFlagBits msaaSamples = VK_SAMPLE_COUNT_1_BIT;
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RenderPassAttachment depthAttachment;
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bool resolve = false;
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} staticData;
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@@ -290,6 +292,7 @@ public:
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std::set<Shader*> &getUsedShadersInFrame();
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graphics::Shader::BuiltinUniformData getCurrentBuiltinUniformData();
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const OptionalDeviceFeatures &getEnabledOptionalDeviceExtensions() const;
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VkSampleCountFlagBits getMsaaCount(int requestedMsaa) const;
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protected:
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graphics::ShaderStage *newShaderStageInternal(ShaderStageType stage, const std::string &cachekey, const std::string &source, bool gles) override;
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@@ -304,7 +307,6 @@ private:
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void createVulkanInstance();
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bool checkValidationSupport();
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void pickPhysicalDevice();
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void getMaxUsableSampleCount();
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int rateDeviceSuitability(VkPhysicalDevice device);
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QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device);
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void createLogicalDevice();
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