graphics: add native PS5 MSAA and safe image allocation reuse

This commit is contained in:
nmzik
2026-07-21 07:37:52 +02:00
parent bd9086e484
commit 999f87576e
29 changed files with 1685 additions and 603 deletions
@@ -556,7 +556,7 @@ static void VulkanInitSubgroupSizeControl(vk::PhysicalDevice physical_device, Gr
static vk::Device VulkanCreateDevice(vk::PhysicalDevice physical_device, vk::SurfaceKHR surface,
const VulkanExtensions* r, const VulkanQueues& queues,
const std::vector<const char*>& device_extensions,
const GraphicContext* ctx) {
GraphicContext* ctx) {
EXIT_IF(physical_device == nullptr);
EXIT_IF(r == nullptr);
EXIT_IF(surface == nullptr);
@@ -633,6 +633,8 @@ static vk::Device VulkanCreateDevice(vk::PhysicalDevice physical_device, vk::Sur
device_features.shaderImageGatherExtended = VK_TRUE;
device_features.independentBlend = VK_TRUE;
device_features.tessellationShader = VK_TRUE;
device_features.sampleRateShading = supported_features2.features.sampleRateShading;
ctx->sample_rate_shading_enabled = device_features.sampleRateShading == VK_TRUE;
device_features.vertexPipelineStoresAndAtomics =
supported_features2.features.vertexPipelineStoresAndAtomics;