[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring

This commit is contained in:
Triang3l
2020-08-09 21:33:10 +03:00
parent 72e41e2bf8
commit bd5f77bc3b
378 changed files with 72288 additions and 37207 deletions

View File

@@ -28,6 +28,18 @@ DEFINE_bool(
"the real reason why they're invalid is found.",
"GPU");
DEFINE_bool(
half_pixel_offset, true,
"Enable support of vertex half-pixel offset (D3D9 PA_SU_VTX_CNTL "
"PIX_CENTER). Generally games are aware of the half-pixel offset, and "
"having this enabled is the correct behavior (disabling this may "
"significantly break post-processing in some games, like Halo 3), but in "
"some games it might have been ignored, resulting in slight blurriness of "
"UI textures, for instance, when they are read between texels rather than "
"at texel centers (Banjo-Kazooie), or the leftmost/topmost pixels may not "
"be fully covered when MSAA is used with fullscreen passes.",
"GPU");
DEFINE_int32(query_occlusion_fake_sample_count, 1000,
"If set to -1 no sample counts are written, games may hang. Else, "
"the sample count of every tile will be incremented on every "