Add configurable MSAA anti-aliasing, update auth screen and terrain shader

- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve
- MSAA: multisampled color+depth images, query max supported sample count
- MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers
- MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes
- MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild
- MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted
- Update auth screen assets and terrain fragment shader
This commit is contained in:
Kelsi 2026-02-22 02:59:24 -08:00
parent 6d213ad49b
commit e12141a673
54 changed files with 2069 additions and 144 deletions

View file

@ -71,6 +71,11 @@ public:
bool isSwapchainDirty() const { return swapchainDirty; }
// MSAA
VkSampleCountFlagBits getMsaaSamples() const { return msaaSamples_; }
void setMsaaSamples(VkSampleCountFlagBits samples);
VkSampleCountFlagBits getMaxUsableSampleCount() const;
private:
bool createInstance(SDL_Window* window);
bool createSurface(SDL_Window* window);
@ -126,6 +131,15 @@ private:
bool createDepthBuffer();
void destroyDepthBuffer();
// MSAA resources
VkSampleCountFlagBits msaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
VkImage msaaColorImage_ = VK_NULL_HANDLE;
VkImageView msaaColorView_ = VK_NULL_HANDLE;
VmaAllocation msaaColorAllocation_ = VK_NULL_HANDLE;
bool createMsaaColorImage();
void destroyMsaaColorImage();
// ImGui resources
VkRenderPass imguiRenderPass = VK_NULL_HANDLE;
VkDescriptorPool imguiDescriptorPool = VK_NULL_HANDLE;