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Vulkan MSAA: Avoid creating backbuffer renderpasses with the wrong sample count, oops
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@ -155,7 +155,7 @@ public:
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private:
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// TODO: Might be better off with a hashmap once the render pass type count grows really large..
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VkRenderPass pass[(size_t)RenderPassType::TYPE_COUNT]{};
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VkSampleCountFlagBits sampleCounts[(size_t)RenderPassType::TYPE_COUNT];
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VkSampleCountFlagBits sampleCounts[(size_t)RenderPassType::TYPE_COUNT]{};
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RPKey key_;
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};
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@ -374,7 +374,7 @@ void VulkanQueueRunner::RunSteps(std::vector<VKRStep *> &steps, int curFrame, Fr
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// When stepping in the GE debugger, we can end up here multiple times in a "frame".
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// So only acquire once.
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if (!frameData.hasAcquired) {
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frameData.AcquireNextImage(vulkan_, frameDataShared);
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frameData.AcquireNextImage(vulkan_);
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SetBackbuffer(framebuffers_[frameData.curSwapchainImage], swapchainImages_[frameData.curSwapchainImage].image);
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}
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@ -800,6 +800,10 @@ VKRGraphicsPipeline *VulkanRenderManager::CreateGraphicsPipeline(VKRGraphicsPipe
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continue;
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}
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if (rpType == RenderPassType::BACKBUFFER) {
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sampleCount = VK_SAMPLE_COUNT_1_BIT;
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}
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pipeline->pipeline[i] = Promise<VkPipeline>::CreateEmpty();
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compileQueue_.push_back(CompileQueueEntry(pipeline, compatibleRenderPass->Get(vulkan_, rpType, sampleCount), rpType, sampleCount));
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needsCompile = true;
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