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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
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54 changed files with 2069 additions and 144 deletions
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@ -71,6 +71,11 @@ public:
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bool isSwapchainDirty() const { return swapchainDirty; }
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// MSAA
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VkSampleCountFlagBits getMsaaSamples() const { return msaaSamples_; }
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void setMsaaSamples(VkSampleCountFlagBits samples);
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VkSampleCountFlagBits getMaxUsableSampleCount() const;
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private:
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bool createInstance(SDL_Window* window);
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bool createSurface(SDL_Window* window);
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@ -126,6 +131,15 @@ private:
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bool createDepthBuffer();
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void destroyDepthBuffer();
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// MSAA resources
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VkSampleCountFlagBits msaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
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VkImage msaaColorImage_ = VK_NULL_HANDLE;
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VkImageView msaaColorView_ = VK_NULL_HANDLE;
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VmaAllocation msaaColorAllocation_ = VK_NULL_HANDLE;
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bool createMsaaColorImage();
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void destroyMsaaColorImage();
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// ImGui resources
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VkRenderPass imguiRenderPass = VK_NULL_HANDLE;
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VkDescriptorPool imguiDescriptorPool = VK_NULL_HANDLE;
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