GPU performance question: is there any way in a fragment shader (or equivalent) to if() around a multisampled texture read based on whether or not the texture actually had multiple samples at that location? For high MSAA (16x) render targets, the blending takes a long time...
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On iOS, the GPU tracks which samples share a color while the samples are still in tile memory (aka image block mem). This this can be queried with the get_num_colors(xy) and et_color_coverage_mask(xy, color_idx) methods on the image block. See page 169 of https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf …
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That is more or less exactly what I was looking for... I don't suppose anything like it made it into any _other_ API besides iOS Metal?
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