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Description

Contribution towards #1107

Removes shader variant usage from MSAA (other than base shaders)

Keeps existing behavior by creating two pipelines. One with MS Depth enabled and one without

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@tomadamatkinson tomadamatkinson requested a review from a team November 19, 2024 21:04
@tomadamatkinson tomadamatkinson self-assigned this Nov 19, 2024

auto &postprocessing_pass = postprocessing_pipeline->get_pass(0);
// Select the currently active pipeline
auto &pipeline = multisampled_depth ? ms_depth_postprocessing_pipeline : postprocessing_pipeline;
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This line is what replaces existing behavior

outline += depth - getDepth(ivec2(thickness, 0));
outline += depth - getDepth(ivec2(0, -thickness));

#ifdef OUTLINE_ONLY
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This define is never set anywhere so i removed it

@asuessenbach
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For whatever reason, I can't get this PR to compile locally.
Something about a failing custom build on shaders\ray_tracing_position_fetch\hlsl\closesthit.rchit.hlsl?

Maybe you could rebase against main?

@JoseEmilio-ARM JoseEmilio-ARM self-requested a review December 2, 2024 16:21
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For whatever reason, I don't get that build error anymore!

@asuessenbach
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Maybe add outline_ms_depth.frag under SHADER_FILES_GLSL in CMakeLists.txt.

@marty-johnson59
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3 approvals - merging

@marty-johnson59 marty-johnson59 merged commit 2fcc94b into KhronosGroup:main Jan 13, 2025
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5 participants