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 -2
View File
@@ -819,6 +819,7 @@ static void ShaderGetStaticInputInfoPS(
ps_info->ps_pos_z = (active_inputs & 0x00000400u) != 0;
ps_info->ps_pos_w = (active_inputs & 0x00000800u) != 0;
ps_info->ps_front_face = (active_inputs & 0x00001000u) != 0;
ps_info->ps_sample_shading = (active_inputs & 0x00000011u) != 0;
ps_info->ps_no_perspective = (sh->ps_input_ena & sh->ps_input_addr & 0x00000020u) != 0;
ps_info->ps_pixel_kill_enable = sh->db_shader_control.shader_kill_enable;
ps_info->ps_depth_export_enable = sh->db_shader_control.shader_z_export_enable;
@@ -1260,6 +1261,7 @@ void ShaderDbgDumpInputInfo(const ShaderPixelInputInfo* info) {
"\t ps_pos_z = %s\n"
"\t ps_pos_w = %s\n"
"\t ps_front_face = %s\n"
"\t ps_sample_shading = %s\n"
"\t ps_no_perspective = %s\n"
"\t ps_pixel_kill_enable = %s\n"
"\t ps_early_z = %s\n"
@@ -1267,8 +1269,9 @@ void ShaderDbgDumpInputInfo(const ShaderPixelInputInfo* info) {
info->input_num, info->ps_system_input_base, info->ps_pos_x ? "true" : "false",
info->ps_pos_y ? "true" : "false", info->ps_pos_z ? "true" : "false",
info->ps_pos_w ? "true" : "false", info->ps_front_face ? "true" : "false",
info->ps_no_perspective ? "true" : "false", info->ps_pixel_kill_enable ? "true" : "false",
info->ps_early_z ? "true" : "false", info->ps_execute_on_noop ? "true" : "false");
info->ps_sample_shading ? "true" : "false", info->ps_no_perspective ? "true" : "false",
info->ps_pixel_kill_enable ? "true" : "false", info->ps_early_z ? "true" : "false",
info->ps_execute_on_noop ? "true" : "false");
for (uint32_t i = 0; i < info->input_num; i++) {
LOGF("\t interpolator_settings[%u] = %u\n", i, info->interpolator_settings[i]);