[Feat] (MG_Backend/DirectVulkan): implement multisample texture backend

This commit is contained in:
BZLZHH
2026-06-10 01:56:37 +08:00
parent 5c1fd733da
commit 6051588458
7 changed files with 140 additions and 17 deletions
@@ -58,6 +58,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint32 attachmentCount = 0;
Uint32 colorAttachmentCount = 0;
Bool hasDepthStencilAttachment = false;
VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
IntVec2 extent = {0, 0};
Uint32 subpass = 0;
@@ -73,6 +74,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
std::swap(attachmentCount, that.attachmentCount);
std::swap(colorAttachmentCount, that.colorAttachmentCount);
std::swap(hasDepthStencilAttachment, that.hasDepthStencilAttachment);
std::swap(sampleCount, that.sampleCount);
std::swap(extent, that.extent);
std::swap(subpass, that.subpass);
}
@@ -86,6 +88,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint32 attachmentCount,
Uint32 colorAttachmentCount,
Bool hasDepthStencilAttachment,
VkSampleCountFlagBits sampleCount,
IntVec2 extent, int subpass):
hash(hash),
renderPass(renderpass),
@@ -96,6 +99,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
attachmentCount(attachmentCount),
colorAttachmentCount(colorAttachmentCount),
hasDepthStencilAttachment(hasDepthStencilAttachment),
sampleCount(sampleCount),
extent(extent),
subpass(subpass)
{}