Vulkan: Fix possible mismatch between EFB framebuffer and render pass

This could happen when changing MSAA settings or internal resolution at
runtime.
This commit is contained in:
Stenzek
2018-01-11 16:02:31 +10:00
parent 0525726338
commit 4997fbce44
4 changed files with 15 additions and 29 deletions

View File

@ -45,10 +45,9 @@ public:
VkSampleCountFlagBits GetEFBSamples() const;
MultisamplingState GetEFBMultisamplingState() const;
void ResizeEFBTextures();
void RecreateEFBFramebuffer();
// Recompile shaders, use when MSAA mode changes.
void RecreateRenderPass();
void RecompileShaders();
// Reinterpret pixel format of EFB color texture.