-
Notifications
You must be signed in to change notification settings - Fork 419
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
MSAA with resolveMode=SAMPLE_ZERO uses a compute kernel, even on Apple silicon devices #2254
Comments
The decision to run the resolve compute kernel is not based on the Metal describes which combination of formats and GPUs support native MSAA in the back half of this document. Which GPU and pixel format are you using? For native MSAA on the GPU, Metal uses the equivalent of If there is demand for it, as an enhancement, we could add support to the kernel function to resolve the other resolve modes. We could also run the compute kernel anytime a resolution mode other than Regarding the second question, MoltenVK does not yet support tiling shaders. |
I was using R32Uint for 4x MSAA to render gl_InstanceIndex (since the depth attachment was 4x MSAA, there were no other options). As you mentioned, the native resolve is not supported for this format. I decided to separate the instance index rendering pass, so it’s not a problem anymore. Anyway, thank you for your answer. |
Also, it requires non-transient attachment. Why this happened? Seems like resolveMode=AVERAGE uses tile based resolve.
The text was updated successfully, but these errors were encountered: