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[vk] Sample Shading Option .
This seems to improve some games graphics and it may be helpful for MSAA, at the cost of reducing a bit the performance. Co-authored-by: Gamer64 <76565986+Gamer64ytb@users.noreply.github.com> Co-authored-by: crueter <swurl@swurl.xyz> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/235 Co-authored-by: Gamer64 <gamer64@noreply.localhost> Co-committed-by: Gamer64 <gamer64@noreply.localhost>
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43a22546cf
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7 changed files with 23 additions and 1 deletions
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@ -27,6 +27,7 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
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RENDERER_DEBUG("debug"),
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RENDERER_PROVOKING_VERTEX("provoking_vertex"),
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RENDERER_DESCRIPTOR_INDEXING("descriptor_indexing"),
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RENDERER_SAMPLE_SHADING("sample_shading"),
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PICTURE_IN_PICTURE("picture_in_picture"),
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USE_CUSTOM_RTC("custom_rtc_enabled"),
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BLACK_BACKGROUNDS("black_backgrounds"),
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@ -152,6 +152,13 @@ abstract class SettingsItem(
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descriptionId = R.string.descriptor_indexing_description
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)
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)
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put(
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SwitchSetting(
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BooleanSetting.RENDERER_SAMPLE_SHADING,
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titleId = R.string.sample_shading,
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descriptionId = R.string.sample_shading_description
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)
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)
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put(
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SliderSetting(
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ShortSetting.RENDERER_SPEED_LIMIT,
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@ -435,6 +435,7 @@ class SettingsFragmentPresenter(
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add(ByteSetting.RENDERER_DYNA_STATE.key)
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add(BooleanSetting.RENDERER_PROVOKING_VERTEX.key)
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add(BooleanSetting.RENDERER_DESCRIPTOR_INDEXING.key)
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add(BooleanSetting.RENDERER_SAMPLE_SHADING.key)
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add(HeaderSetting(R.string.veil_renderer))
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add(BooleanSetting.FRAME_INTERPOLATION.key)
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@ -74,6 +74,8 @@
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<string name="provoking_vertex_description">Improves lighting and vertex handling in certain games. Only supported on Vulkan 1.0+ GPUs.</string>
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<string name="descriptor_indexing">Descriptor Indexing</string>
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<string name="descriptor_indexing_description">Improves texture and buffer handling, as well as the Maxwell translation layer. Supported by some Vulkan 1.1 GPUs and all Vulkan 1.2+ GPUs.</string>
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<string name="sample_shading">Sample Shading</string>
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<string name="sample_shading_description">Allows the fragment shader to execute per sample in a multi-sampled fragment instead once per fragment. Improves graphics quality at the cost of some performance. Only Vulkan 1.1+ devices support this extension.</string>
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<string name="veil_renderer">Renderer</string>
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<string name="frame_interpolation">Enhanced Frame Pacing</string>
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@ -509,6 +509,7 @@ struct Values {
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SwitchableSetting<bool> provoking_vertex{linkage, false, "provoking_vertex", Category::RendererExtensions};
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SwitchableSetting<bool> descriptor_indexing{linkage, false, "descriptor_indexing", Category::RendererExtensions};
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SwitchableSetting<bool> sample_shading{linkage, false, "sample_shading", Category::RendererExtensions};
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Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
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Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",
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@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@ -735,7 +738,7 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
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.pNext = nullptr,
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.flags = 0,
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.rasterizationSamples = MaxwellToVK::MsaaMode(key.state.msaa_mode),
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.sampleShadingEnable = VK_FALSE,
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.sampleShadingEnable = Settings::values.sample_shading.GetValue() ? VK_TRUE : VK_FALSE,
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.minSampleShading = 0.0f,
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.pSampleMask = nullptr,
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.alphaToCoverageEnable = key.state.alpha_to_coverage_enabled != 0 ? VK_TRUE : VK_FALSE,
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@ -349,6 +349,13 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QWidget* parent)
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tr("Improves texture & buffer handling and the Maxwell translation layer.\n"
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"Some Vulkan 1.1+ and all 1.2+ devices support this extension."));
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INSERT(Settings,
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sample_shading,
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tr("Sample Shading"),
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tr("Allows the fragment shader to execute per sample in a multi-sampled fragment "
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"instead once per fragment. Improves graphics quality at the cost of some performance.\n"
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"Only Vulkan 1.1+ devices support this extension."));
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// Renderer (Debug)
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// System
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