[Vulkan] Add resolution scaling support to Vulkan backend.
Largely similar to D3D12 implementation but more simple buffer management and no mips scaling. Includes both FBO and FSI rendering paths. Tested on Linux with 2x2 and 3x3 running smoothly.
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committed by
Radosław Gliński
parent
2de1b0b2dd
commit
d430342d93
@@ -57,7 +57,9 @@ bool VulkanPipelineCache::Initialize() {
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SpirvShaderTranslator::Features(vulkan_device),
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render_target_cache_.msaa_2x_attachments_supported(),
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render_target_cache_.msaa_2x_no_attachments_supported(),
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edram_fragment_shader_interlock);
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edram_fragment_shader_interlock,
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render_target_cache_.draw_resolution_scale_x(),
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render_target_cache_.draw_resolution_scale_y());
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if (edram_fragment_shader_interlock) {
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std::vector<uint8_t> depth_only_fragment_shader_code =
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