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>
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// Copyright (c) 2016 The vulkano developers // Licensed under the Apache License, Version 2.0 // <LICENSE-APACHE or // http://www.apache.org/licenses/LICENSE-2.0> or the MIT // license <LICENSE-MIT or http://opensource.org/licenses/MIT>, // at your option. All files in the project carrying such // notice may not be copied, modified, or distributed except // according to those terms. //! State of multisampling. //! //! Multisampling allows you to ask the GPU to run the rasterizer to generate more than one //! sample per pixel. //! //! For example, if `rasterization_samples` is 1 then the fragment shader, depth test and stencil //! test will be run once for each pixel. However if `rasterization_samples` is `n`, then the //! GPU will pick `n` different locations within each pixel and assign to each of these locations //! a different depth value. Depth and stencil test will then be run `n` times. //! //! In addition to this, the `sample_shading` parameter is the proportion (between 0.0 and 1.0) or //! the samples that will be run through the fragment shader. For example if you set this to 1.0, //! then all the sub-pixel samples will run through the shader and get a different value. If you //! set this to 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 `alpha_to_coverage` is true, then 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. //! //! If `alpha_to_one` is true, 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. // TODO: handle some weird behaviors with non-floating-point targets /// State of the multisampling. /// /// See the documentation in this module. #[deprecated(note = "No longer needed")] #[derive(Debug, Copy, Clone)] pub struct Multisample { pub rasterization_samples: u32, pub sample_mask: [u32; 4], pub sample_shading: Option<f32>, pub alpha_to_coverage: bool, pub alpha_to_one: bool, } impl Multisample { #[inline] pub fn disabled() -> Multisample { Multisample { rasterization_samples: 1, sample_mask: [0xffffffff; 4], sample_shading: None, alpha_to_coverage: false, alpha_to_one: false, } } }