Use multisampling for UI texture
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0c2c73f5ec
commit
63dc736ecf
1 changed files with 14 additions and 2 deletions
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@ -19,6 +19,8 @@ impl BackgroundGenerator {
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color: [f32; 4],
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color: [f32; 4],
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image_infos: [(u32, u32); N],
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image_infos: [(u32, u32); N],
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) -> Result<[Arc<Image>; N]> {
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) -> Result<[Arc<Image>; N]> {
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let max_supported_sample_count = device.max_supported_sample_count(VK_SAMPLE_COUNT_16_BIT);
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let vertex_shader = ShaderModule::from_slice(
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let vertex_shader = ShaderModule::from_slice(
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device.clone(),
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device.clone(),
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include_bytes!("generator.vert.spv"),
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include_bytes!("generator.vert.spv"),
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@ -48,7 +50,17 @@ impl BackgroundGenerator {
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let render_target = RenderTarget::builder()
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let render_target = RenderTarget::builder()
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.add_sub_pass(
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.add_sub_pass(
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SubPass::builder(image.width(), image.height())
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SubPass::builder(image.width(), image.height())
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.set_prepared_targets(&[image.clone()], 0, [0.0, 0.0, 0.0, 0.0], true)
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.add_target_info(CustomTarget {
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usage: VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT.into(),
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format: image.vk_format(),
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clear_on_load: true,
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store_on_save: true,
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attach_sampler: false,
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use_as_input: false,
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clear_value: ClearValue::Color([0.0, 0.0, 0.0, 0.0]),
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})
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.set_sample_count(max_supported_sample_count)
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.add_resolve_targets(vec![image.clone()])
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.build(&device, &queue)?,
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.build(&device, &queue)?,
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)
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)
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.build(&device)?;
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.build(&device)?;
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@ -102,7 +114,7 @@ impl BackgroundGenerator {
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.default_depth_stencil(false, false)
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.default_depth_stencil(false, false)
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.default_color_blend(vec![VkPipelineColorBlendAttachmentState::default()])
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.default_color_blend(vec![VkPipelineColorBlendAttachmentState::default()])
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.default_rasterization(VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE)
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.default_rasterization(VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE)
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.default_multisample(VK_SAMPLE_COUNT_1_BIT)
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.default_multisample(max_supported_sample_count)
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.add_viewport(viewport)
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.add_viewport(viewport)
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.add_scissor(scissor)
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.add_scissor(scissor)
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.build(
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.build(
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