[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

@@ -55,6 +55,8 @@ class ShaderTranslator {
}
// True if the current shader writes to a color target on any execution path.
bool writes_color_target(int i) const { return writes_color_targets_[i]; }
// True if the current shader overrides the pixel depth.
bool writes_depth() const { return writes_depth_; }
// A list of all vertex bindings, populated before translation occurs.
const std::vector<Shader::VertexBinding>& vertex_bindings() const {
return vertex_bindings_;
@@ -227,6 +229,7 @@ class ShaderTranslator {
Shader::ConstantRegisterMap constant_register_map_ = {0};
bool uses_register_dynamic_addressing_ = false;
bool writes_color_targets_[4] = {false, false, false, false};
bool writes_depth_ = false;
static const AluOpcodeInfo alu_vector_opcode_infos_[0x20];
static const AluOpcodeInfo alu_scalar_opcode_infos_[0x40];