I am thinking of something like: if(has_samples(sampler, uv)) { // blend all 16 samples } else { // just use sample 0 }
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It seems like this would save a lot of work on blocks of pixels that do not have an edge passing through them, since the entire warp would skip the slow path... but maybe I'm wrong.
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You can use gl_SampleMaskIn I believe.
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I think that's only for the active render target (the destination), not the textures you're reading during resolves (the source)?
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Have had the same problem; Only solution seemed to be to keep track of SV_Coverage & write to MRT :/
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GLSL or HLSL?
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IIRC Metal has something along these lines, but it's not everywhere. It's an annoying functionality gap
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Is this for a manual MSAA resolve shader?
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