[GPU] Vulkan fragment shader interlock RB and related fixes/cleanup

Also fixes addressing of MSAA samples 2 and 3 for 64bpp color render targets in the ROV RB implementation on Direct3D 12.
Additionally, with FSI/ROV, alpha test and alpha to coverage are done only if the render target 0 was dynamically written to (according to the Direct3D 9 rules for writing to color render targets, though not sure if they actually apply to the alpha tests on Direct3D 9, but for safety).
There is also some code cleanup for things spotted during the development of the feature.
This commit is contained in:
Triang3l
2022-10-09 22:06:41 +03:00
parent 9ab4db285c
commit 45050b2380
24 changed files with 6168 additions and 1530 deletions
+4 -3
View File
@@ -191,9 +191,10 @@
this.translationComboBox.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.translationComboBox.FormattingEnabled = true;
this.translationComboBox.Items.AddRange(new object[] {
"DXBC (RTV/DSV RB)",
"DXBC (ROV RB)",
"SPIR-V"});
"DXBC (render target RB)",
"DXBC (rasterizer-ordered view RB)",
"SPIR-V (framebuffer RB)",
"SPIR-V (fragment shader interlock RB)"});
this.translationComboBox.Location = new System.Drawing.Point(1224, 0);
this.translationComboBox.Margin = new System.Windows.Forms.Padding(3, 0, 3, 0);
this.translationComboBox.Name = "translationComboBox";
+4 -2
View File
@@ -235,6 +235,7 @@ namespace shader_playground {
outputType = "dxbctext";
break;
case 2:
case 3:
outputType = "spirvtext";
break;
}
@@ -269,8 +270,9 @@ namespace shader_playground {
"--vertex_shader_output_type=" + vertexShaderType,
"--dxbc_source_map=true",
};
if (translationComboBox.SelectedIndex == 1) {
startArguments.Add("--shader_output_dxbc_rov=true");
if (translationComboBox.SelectedIndex == 1 ||
translationComboBox.SelectedIndex == 3) {
startArguments.Add("--shader_output_pixel_shader_interlock=true");
}
startInfo = new ProcessStartInfo(compilerPath_);