// Copyright (c) 2016 The vulkano developers // Licensed under the Apache License, Version 2.0 // or the MIT // license , // at your option. All files in the project carrying such // notice may not be copied, modified, or distributed except // according to those terms. //! Generates multiple fragments per framebuffer pixel when rasterizing. This can be used for //! anti-aliasing. use crate::image::SampleCount; // TODO: handle some weird behaviors with non-floating-point targets /// State of the multisampling. #[derive(Copy, Clone, Debug)] pub struct MultisampleState { /// The number of rasterization samples to take per pixel. The GPU will pick this many different /// locations within each pixel and assign to each of these locations a different depth value. /// The depth and stencil test will then be run for each sample. /// /// The default value is [`SampleCount::Sample1`]. pub rasterization_samples: SampleCount, /// Controls the proportion (between 0.0 and 1.0) of the samples that will be run through the /// fragment shader. /// /// If the value is 1.0, then all sub-pixel samples will run /// through the shader and get a different value. If the value is 0.5, about half of the samples /// will run through the shader and the other half will get their values from the ones which /// went through the shader. /// /// If set to `Some`, the [`sample_rate_shading`](crate::device::Features::sample_rate_shading) /// feature must be enabled on the device. pub sample_shading: Option, /// A mask of bits that is ANDed with the coverage mask of each set of `rasterization_samples` /// samples. Only the first `rasterization_samples / 32` bits are used, the rest is ignored. /// /// The default value is `[0xFFFFFFFF; 2]`. pub sample_mask: [u32; 2], // 64 bits for needed for 64 SampleCount /// Controls whether the alpha value of the fragment will be used in an implementation-defined /// way to determine which samples get disabled or not. For example if the alpha value is 0.5, /// then about half of the samples will be discarded. If you render to a multisample image, this /// means that the color will end up being mixed with whatever color was underneath, which gives /// the same effect as alpha blending. pub alpha_to_coverage_enable: bool, /// Controls whether the alpha value of all the samples will be forced to 1.0 (or the /// maximum possible value) after the effects of `alpha_to_coverage` have been applied. /// /// If set to `true`, the [`alpha_to_one`](crate::device::Features::alpha_to_one) /// feature must be enabled on the device. pub alpha_to_one_enable: bool, } impl MultisampleState { /// Creates a `MultisampleState` with multisampling disabled. #[inline] pub fn new() -> MultisampleState { MultisampleState { rasterization_samples: SampleCount::Sample1, sample_shading: None, sample_mask: [0xFFFFFFFF; 2], alpha_to_coverage_enable: false, alpha_to_one_enable: false, } } } impl Default for MultisampleState { /// Returns [`MultisampleState::new()`]. #[inline] fn default() -> Self { Self::new() } }