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graphics: add native PS5 MSAA and safe image allocation reuse
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@@ -8,6 +8,7 @@
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#include "graphics/host_gpu/renderer/debug.h"
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#include "graphics/host_gpu/renderer/depthRenderTarget.h"
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#include "graphics/host_gpu/renderer/framebufferCache.h"
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#include "graphics/host_gpu/renderer/renderContext.h"
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#include <atomic>
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#include <cstring>
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@@ -89,6 +90,13 @@ PipelineCache::GraphicsPipeline* PipelineCache::CreateGraphicsPipeline(
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static_params.negative_one_to_one = !ctx->GetClipControl().dx_clip_space;
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static_params.topology = topology;
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static_params.samples = framebuffer->samples;
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static_params.sample_shading_enable =
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ps_active && framebuffer->samples > 1 && ps_input_info->ps_sample_shading;
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if (static_params.sample_shading_enable &&
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!g_render_ctx->GetGraphicCtx()->sample_rate_shading_enabled) {
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EXIT("Pipeline: sample-rate shading is required but unsupported by the host\n");
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}
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static_params.with_depth =
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(depth->format != vk::Format::eUndefined && depth->vulkan_buffer != nullptr);
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static_params.depth_test_enable = depth->depth_test_enable;
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