graphics: add native PS5 MSAA and safe image allocation reuse

This commit is contained in:
nmzik committed 2026-07-21 07:37:52 +02:00
1 parent bd9086e484
commit 999f87576e
29 files changed
+1685 -603

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