update ImGui MSAA setting, which caused it to render on top of the top left corner rather than the whole view, and enable sample shading, MSAA needs some setting to choose the best optimal performance vs quality mode rather than max, for performance
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@ -3,6 +3,6 @@ Pos=60,60
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Size=400,400
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[Window][Agnosia Debug]
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Pos=98,111
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Pos=410,116
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Size=494,375
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@ -258,6 +258,7 @@ void DeviceControl::createLogicalDevice() {
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.dynamicRendering = true,
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};
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VkPhysicalDeviceFeatures featuresBase{
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.sampleRateShading = true,
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.samplerAnisotropy = true,
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};
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@ -2,7 +2,6 @@
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#include "imgui.h"
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#include "imgui_impl_vulkan.h"
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#include "texture.h"
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#include <vulkan/vulkan_core.h>
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namespace graphics_pipeline {
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@ -149,7 +148,7 @@ void Graphics::createGraphicsPipeline() {
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VkPipelineMultisampleStateCreateInfo multisampling{};
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multisampling.sType =
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VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.sampleShadingEnable = VK_FALSE;
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multisampling.sampleShadingEnable = VK_TRUE;
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multisampling.rasterizationSamples = Global::perPixelSampleCount;
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// TODO: Document!
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VkPipelineDepthStencilStateCreateInfo depthStencil{};
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@ -267,7 +267,7 @@ void Render::init_imgui(VkInstance instance) {
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.DescriptorPool = imGuiDescriptorPool,
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.MinImageCount = Global::MAX_FRAMES_IN_FLIGHT,
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.ImageCount = Global::MAX_FRAMES_IN_FLIGHT,
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.MSAASamples = VK_SAMPLE_COUNT_1_BIT,
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.MSAASamples = Global::perPixelSampleCount,
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.UseDynamicRendering = true,
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.PipelineRenderingCreateInfo = pipelineRenderingCreateInfo,
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};
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