Adding MSAA
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@@ -36,10 +36,10 @@ public:
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{
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return texture->getHeight();
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}
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inline SeAttachmentLoadOp getLoadOp() const { return loadOp; }
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inline SeAttachmentStoreOp getStoreOp() const { return storeOp; }
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inline SeAttachmentLoadOp getStencilLoadOp() const { return stencilLoadOp; }
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inline SeAttachmentStoreOp getStencilStoreOp() const { return stencilStoreOp; }
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constexpr SeAttachmentLoadOp getLoadOp() const { return loadOp; }
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constexpr SeAttachmentStoreOp getStoreOp() const { return storeOp; }
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constexpr SeAttachmentLoadOp getStencilLoadOp() const { return stencilLoadOp; }
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constexpr SeAttachmentStoreOp getStencilStoreOp() const { return stencilStoreOp; }
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SeClearValue clear;
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SeColorComponentFlags componentFlags;
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SeAttachmentLoadOp loadOp;
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@@ -70,7 +70,7 @@ public:
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}
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virtual SeSampleCountFlags getNumSamples() const override
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{
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return owner->getNumSamples();
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return Gfx::SE_SAMPLE_COUNT_1_BIT;
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}
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virtual uint32 getWidth() const
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{
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@@ -93,6 +93,7 @@ public:
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RenderTargetLayout(PRenderTargetAttachment colorAttachment, PRenderTargetAttachment depthAttachment);
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RenderTargetLayout(Array<PRenderTargetAttachment> colorAttachments, PRenderTargetAttachment depthAttachmet);
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RenderTargetLayout(Array<PRenderTargetAttachment> inputAttachments, Array<PRenderTargetAttachment> colorAttachments, PRenderTargetAttachment depthAttachment);
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RenderTargetLayout(PRenderTargetAttachment colorAttachment, PRenderTargetAttachment depthAttachment, PRenderTargetAttachment resolveAttachment);
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Array<PRenderTargetAttachment> inputAttachments;
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Array<PRenderTargetAttachment> colorAttachments;
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Array<PRenderTargetAttachment> resolveAttachments;
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