ConfettiFX / The-Forge

The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
Apache License 2.0
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has any plans to support SV_Coverage (or gl_SampleMaskIn in glsl) Semantic in FSL ? #267

Closed yaoyao-cn closed 9 months ago

yaoyao-cn commented 2 years ago

I use SV_Coverage to optimize the MSAA resolve pass, now I use it like this:

#ifdef RENDERER_API_D3D12
    Out.pm = In.coverage;
#else
    Out.pm = gl_SampleMaskIn[0] ;
#endif

which is not very convenient

wolfgangfengel commented 1 year ago

Thanks for submitting this. I add an issue to our internal issue list for this.

wolfgangfengel commented 1 year ago

I think this is in the next release.

manas-kulkarni commented 9 months ago

Fixed with latest release