GPU: Implement support for multisample antialiasing

This commit is contained in:
Connor McLaughlin
2020-10-31 00:38:06 +10:00
parent 61a4960380
commit 2eaebd8921
28 changed files with 804 additions and 407 deletions

View File

@ -65,11 +65,6 @@ private:
void SetScissor(u32 x, u32 y, u32 width, u32 height);
void SetViewportAndScissor(u32 x, u32 y, u32 width, u32 height);
/// Blits from src to dst, downscaling or upscaling in the process.
void BlitTexture(ID3D11RenderTargetView* dst, u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height,
ID3D11ShaderResourceView* src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
u32 src_texture_width, u32 src_texture_height, bool linear_filter);
void DrawUtilityShader(ID3D11PixelShader* shader, const void* uniforms, u32 uniforms_size);
ComPtr<ID3D11Device> m_device;
@ -94,6 +89,7 @@ private:
ComPtr<ID3D11ShaderResourceView> m_texture_stream_buffer_srv_r16ui;
ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state;
ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state_no_msaa;
ComPtr<ID3D11DepthStencilState> m_depth_disabled_state;
ComPtr<ID3D11DepthStencilState> m_depth_test_always_state;