Open SeanH-CB opened 1 year ago
Seems like its a similar issue which was closed off as not reproducible
cc @BastiaanOlij
This is because the subpass system only has resolve for color buffers implemented. So the depth buffer isn't resolved and thus the buffer you're reading from is never properly populated.
I have a fix for this: https://github.com/godotengine/godot/pull/78598
But it relies on an extension that hasn't got enough coverage. I'm still looking into a fallback approach that works
Godot version
4.1.1.stable
System information
Windows 10, Vulkan, NVidia GTX 1060 Driver Version 536.23
Issue description
On Forward Mobile having a Shader Material which samples the Depth Texture and having MSAA X2, X4, X8 enabled, causes the Depth Textures sampled data to be corrupted. Most likely its missing an MSAA Resolve before being bound.
Mobile:
Forward+
Steps to reproduce
Minimal reproduction project
Depth Readback Repo.zip