[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

@@ -491,7 +491,7 @@ std::vector<uint8_t> SpirvShaderTranslator::CompleteTranslation() {
b.addExecutionMode(mainFn, spv::ExecutionModeOriginUpperLeft);
// If we write a new depth value, we must declare this mode!
if (writes_depth_) {
if (writes_depth()) {
b.addExecutionMode(mainFn, spv::ExecutionModeDepthReplacing);
}
@@ -648,7 +648,6 @@ std::vector<uint8_t> SpirvShaderTranslator::CompleteTranslation() {
// Cleanup builder.
cf_blocks_.clear();
writes_depth_ = false;
loop_head_block_ = nullptr;
loop_body_block_ = nullptr;
loop_cont_block_ = nullptr;
@@ -3339,7 +3338,6 @@ void SpirvShaderTranslator::StoreToResult(Id source_value_id,
storage_type = float_type_;
storage_offsets.push_back(0);
storage_array = false;
writes_depth_ = true;
break;
case InstructionStorageTarget::kNone:
assert_always();