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...
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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Ah you are right, that won’t work at all for your case :/
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It also won't work because that's just the samples covered by the incoming primitive. It sounds like Casey is looking for how many samples are unique in a pixel after all primitives have been rendered.
End of conversation
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