Closed poweifeng closed 4 months ago
At least with Metal, for MSAA passes we use "memoryless" textures (which don't store their contents). These then get resolved to a "real" non-MSAA texture. Maybe Vulkan was doing the same?
Thanks for the useful background. I think that was the intention here, but wasn't implemented completly (as per ARM's example). I'll file an issue for tracking implementing it correctly.
This is due to color attachments being set to store=discard when they are multi-sampled. It's unclear why that condition exists. For now, removing it will fix the rendering issues with transparent object + MSAA. We'll keep it as such until an issue surfaces.
Fixes #7674