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...
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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Not that I'm aware of. I'm not sure if other GPUs even support this feature. I've heard that AMD tracks something similar to aid lossless compression of MSAA render targets, but I'm not sure if they've ever exposed that in an API.
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