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Vulkan: Fix invalid resolve at swap time when MSAA is enabled
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@ -90,13 +90,15 @@ private:
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bool CompileShaders();
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void DestroyShaders();
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void ResolveEFBForSwap(const TargetRectangle& scaled_rect);
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// Draw either the EFB, or specified XFB sources to the currently-bound framebuffer.
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void DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
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const EFBRectangle& source_rect, u32 xfb_addr,
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const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
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u32 fb_stride, u32 fb_height);
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void DrawEFB(VkRenderPass render_pass, const TargetRectangle& target_rect,
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const EFBRectangle& source_rect);
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const TargetRectangle& scaled_efb_rect);
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void DrawVirtualXFB(VkRenderPass render_pass, const TargetRectangle& target_rect, u32 xfb_addr,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
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u32 fb_stride, u32 fb_height);
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@ -105,12 +107,14 @@ private:
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u32 fb_stride, u32 fb_height);
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// Draw the frame, as well as the OSD to the swap chain.
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void DrawScreen(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
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u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
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void DrawScreen(const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
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u32 fb_stride, u32 fb_height);
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// Draw the frame only to the screenshot buffer.
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bool DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
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u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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bool DrawFrameDump(const TargetRectangle& scaled_efb_rect, u32 xfb_addr,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
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u32 fb_stride, u32 fb_height, u64 ticks);
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// Sets up renderer state to permit framedumping.
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// Ideally we would have EndFrameDumping be a virtual method of Renderer, but due to various
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