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Native Render Pass, Android: investigate resolving MSAA directly into the framebuffer #188

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Delt06 opened this issue Dec 22, 2023 · 1 comment
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Blocked Cannot be done until an external factor is resolved Native Render Pass Related to Vulkan/Metal native render pass Performance Research Conduct a research about a potentially useful piece of functionality
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@Delt06
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Delt06 commented Dec 22, 2023

https://issuetracker.unity3d.com/issues/android-vulkan-msaa-gets-resolved-into-a-wrong-swap-chain-buffer-when-using-cameratarget-as-resolvetarget

There are artifacts after orientation change.

  • Workaround: Acquire swapchain image last as possible (effectively introduces another intermediate texture)

Test:

  • Orientation change
  • Correct resolve considering Vulkan pre-transform
@Delt06 Delt06 added this to the Wishlist milestone Dec 22, 2023
@Delt06 Delt06 added the Research Conduct a research about a potentially useful piece of functionality label Dec 29, 2023
@Delt06
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Delt06 commented Jan 2, 2024

Filed a bug report (repro is here https://github.com/Delt06/srp-msaa-resolve-repro)

@Delt06 Delt06 added the Native Render Pass Related to Vulkan/Metal native render pass label Jan 2, 2024
@Delt06 Delt06 added the Blocked Cannot be done until an external factor is resolved label Jan 17, 2024
@Delt06 Delt06 pinned this issue Jan 25, 2024
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Labels
Blocked Cannot be done until an external factor is resolved Native Render Pass Related to Vulkan/Metal native render pass Performance Research Conduct a research about a potentially useful piece of functionality
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