graphics: add native PS5 MSAA and safe image allocation reuse

This commit is contained in:
nmzik
2026-07-19 06:26:01 +02:00
parent bd9086e484
commit 999f87576e
29 changed files with 1685 additions and 603 deletions
+5 -1
View File
@@ -111,6 +111,7 @@ struct VulkanImage {
uint32_t guest_pitch = 0;
uint32_t layers = 1;
uint32_t mip_levels = 1;
uint32_t samples = 1;
vk::Image image = nullptr;
vk::ImageView image_view[VIEW_MAX] = {};
vk::ImageLayout layout = vk::ImageLayout::eUndefined;
@@ -124,7 +125,9 @@ struct VideoOutVulkanImage: public VulkanImage {
struct DepthStencilVulkanImage: public VulkanImage {
DepthStencilVulkanImage(): VulkanImage(VulkanImageType::DepthStencil) {}
bool compressed = false;
bool compressed = false;
bool initial_depth_clear_pending = false;
bool initial_stencil_clear_pending = false;
};
struct GpuTextureVulkanImage: public VulkanImage {
@@ -141,6 +144,7 @@ struct StorageTextureVulkanImage: public GpuTextureVulkanImage {
struct RenderTextureVulkanImage: public VulkanImage {
RenderTextureVulkanImage(): VulkanImage(VulkanImageType::RenderTexture) {}
bool initial_clear_pending = false;
};
struct VulkanBuffer {