[PR #3096] [CLOSED] Handle mixed samples attachments during draws #3221

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opened 2026-02-27 22:02:53 +03:00 by kerem · 0 comments
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📋 Pull Request Information

Original PR: https://github.com/shadps4-emu/shadPS4/pull/3096
Author: @mikusp
Created: 6/13/2025
Status: Closed

Base: mainHead: mixed_samples_v2


📝 Commits (1)

  • 8095cd4 Handle mixed samples attachments during draws

📊 Changes

9 files changed (+107 additions, -18 deletions)

View changed files

📝 src/video_core/renderer_vulkan/vk_graphics_pipeline.cpp (+5 -1)
📝 src/video_core/renderer_vulkan/vk_graphics_pipeline.h (+1 -1)
📝 src/video_core/renderer_vulkan/vk_instance.cpp (+14 -1)
📝 src/video_core/renderer_vulkan/vk_instance.h (+8 -0)
📝 src/video_core/renderer_vulkan/vk_pipeline_cache.cpp (+1 -1)
📝 src/video_core/renderer_vulkan/vk_rasterizer.cpp (+60 -13)
📝 src/video_core/renderer_vulkan/vk_rasterizer.h (+3 -1)
📝 src/video_core/renderer_vulkan/vk_scheduler.cpp (+6 -0)
📝 src/video_core/renderer_vulkan/vk_scheduler.h (+9 -0)

📄 Description

Another shot at fixing the issue mentioned in https://github.com/shadps4-emu/shadPS4/pull/3020, when a game tries to do a draw into multiple color attachments that differ in their sample counts.

No longer requires VK_AMD/NV_* extension as the previous one, but VK_EXT_dynamic_rendering_unused_attachments and extendedDynamicState3RasterizationSamples - both handled by three major GPU vendors. Not supported by MoltenVK, that would need to wait for another PR. Now it gets ingame with HEAVY RAIN and renders the whole framebuffer
Screenshot From 2025-06-13 19-33-44


🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.

## 📋 Pull Request Information **Original PR:** https://github.com/shadps4-emu/shadPS4/pull/3096 **Author:** [@mikusp](https://github.com/mikusp) **Created:** 6/13/2025 **Status:** ❌ Closed **Base:** `main` ← **Head:** `mixed_samples_v2` --- ### 📝 Commits (1) - [`8095cd4`](https://github.com/shadps4-emu/shadPS4/commit/8095cd493c220c6412b98c77529b48331ce04ff9) Handle mixed samples attachments during draws ### 📊 Changes **9 files changed** (+107 additions, -18 deletions) <details> <summary>View changed files</summary> 📝 `src/video_core/renderer_vulkan/vk_graphics_pipeline.cpp` (+5 -1) 📝 `src/video_core/renderer_vulkan/vk_graphics_pipeline.h` (+1 -1) 📝 `src/video_core/renderer_vulkan/vk_instance.cpp` (+14 -1) 📝 `src/video_core/renderer_vulkan/vk_instance.h` (+8 -0) 📝 `src/video_core/renderer_vulkan/vk_pipeline_cache.cpp` (+1 -1) 📝 `src/video_core/renderer_vulkan/vk_rasterizer.cpp` (+60 -13) 📝 `src/video_core/renderer_vulkan/vk_rasterizer.h` (+3 -1) 📝 `src/video_core/renderer_vulkan/vk_scheduler.cpp` (+6 -0) 📝 `src/video_core/renderer_vulkan/vk_scheduler.h` (+9 -0) </details> ### 📄 Description Another shot at fixing the issue mentioned in https://github.com/shadps4-emu/shadPS4/pull/3020, when a game tries to do a draw into multiple color attachments that differ in their sample counts. No longer requires VK_AMD/NV_* extension as the previous one, but VK_EXT_dynamic_rendering_unused_attachments and extendedDynamicState3RasterizationSamples - both handled by three major GPU vendors. Not supported by MoltenVK, that would need to wait for another PR. Now it gets ingame with HEAVY RAIN and renders the whole framebuffer ![Screenshot From 2025-06-13 19-33-44](https://github.com/user-attachments/assets/4d916184-3765-431b-b790-9699855deda9) --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
kerem 2026-02-27 22:02:53 +03:00
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starred/shadPS4#3221
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