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Remove shader variants from msaa sample #1231

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Description

Contribution towards #1107

Removes shader variant usage from MSAA (other than base shaders)

Keeps existing behavior by creating two pipelines. One with MS Depth enabled and one without

General Checklist:

Please ensure the following points are checked:

  • My code follows the coding style
  • I have reviewed file licenses
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  • My changes do not add any new validation layer errors or warnings
  • I have used existing framework/helper functions where possible
  • My changes do not add any regressions
  • I have tested every sample to ensure everything runs correctly
  • This PR describes the scope and expected impact of the changes I am making

Note: The Samples CI runs a number of checks including:

  • I have updated the header Copyright to reflect the current year (CI build will fail if Copyright is out of date)
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If this PR contains framework changes:

  • I did a full batch run using the batch command line argument to make sure all samples still work properly

Sample Checklist

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  • I have tested the sample on at least one compliant Vulkan implementation
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@tomadamatkinson tomadamatkinson requested a review from a team November 19, 2024 21:04
@tomadamatkinson tomadamatkinson self-assigned this Nov 19, 2024
@@ -587,7 +590,10 @@ void MSAASample::postprocessing(vkb::CommandBuffer &command_buffer, vkb::RenderT

glm::vec4 near_far = {camera->get_far_plane(), camera->get_near_plane(), -1.0f, -1.0f};

auto &postprocessing_pass = postprocessing_pipeline->get_pass(0);
// Select the currently active pipeline
auto &pipeline = multisampled_depth ? ms_depth_postprocessing_pipeline : postprocessing_pipeline;
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This line is what replaces existing behavior

@@ -62,9 +54,5 @@ void main(void)
outline += depth - getDepth(ivec2(thickness, 0));
outline += depth - getDepth(ivec2(0, -thickness));

#ifdef OUTLINE_ONLY
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This define is never set anywhere so i removed it

@asuessenbach
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For whatever reason, I can't get this PR to compile locally.
Something about a failing custom build on shaders\ray_tracing_position_fetch\hlsl\closesthit.rchit.hlsl?

Maybe you could rebase against main?

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For whatever reason, I don't get that build error anymore!

@asuessenbach
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Maybe add outline_ms_depth.frag under SHADER_FILES_GLSL in CMakeLists.txt.

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4 participants