Really wish Metal supported more pixel transfer features between multisample and non-multisample framebuffers. OpenGL does.
Issues I’ve had so far: (1) You can disable multisample, hitting all samples, when rendering to a MS texture in GL; can’t see how in Metal
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(2) You can’t blit between a non-MS texture and a MS one in Metal.
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1) fair enough. 2) metal is lower level. You need to run a pixel shader, force subsample rendering and copy all values from non-msaa
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