[D3D12] ROV: Use MSAA instead of SSAA

This commit is contained in:
Triang3l
2018-11-25 16:37:38 +03:00
parent 9709a230fb
commit 9a58841219
22 changed files with 3997 additions and 2751 deletions

View File

@@ -62,6 +62,7 @@ void ShaderTranslator::Reset() {
for (size_t i = 0; i < xe::countof(writes_color_targets_); ++i) {
writes_color_targets_[i] = false;
}
writes_depth_ = false;
}
bool ShaderTranslator::GatherAllBindingInformation(Shader* shader) {
@@ -274,8 +275,12 @@ void ShaderTranslator::GatherInstructionInformation(
}
}
if (op.is_export()) {
if (is_pixel_shader() && op.vector_dest() <= 3) {
writes_color_targets_[op.vector_dest()] = true;
if (is_pixel_shader()) {
if (op.vector_dest() <= 3) {
writes_color_targets_[op.vector_dest()] = true;
} else if (op.vector_dest() == 61) {
writes_depth_ = true;
}
}
} else {
if (op.is_vector_dest_relative()) {
@@ -291,8 +296,12 @@ void ShaderTranslator::GatherInstructionInformation(
uses_register_dynamic_addressing_ = true;
}
if (op.is_export()) {
if (is_pixel_shader() && op.scalar_dest() <= 3) {
writes_color_targets_[op.scalar_dest()] = true;
if (is_pixel_shader()) {
if (op.scalar_dest() <= 3) {
writes_color_targets_[op.scalar_dest()] = true;
} else if (op.scalar_dest() == 61) {
writes_depth_ = true;
}
}
} else {
if (op.is_scalar_dest_relative()) {