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arttu-peltonenEvergreen
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Fix "missing resolve surface" issue in RG Compiler logic with MSAA & UnsafePass
Fix https://jira.unity3d.com/browse/UUM-73154 This PR fixes regression introduced by https://github.cds.internal.unity3d.com/unity/unity/pull/46702 where UnsafePass using a MSAA texture would result in "Missing resolve surface" errors. This was because the change was incorrectly always setting `needsResolvedData = true`. This is incorrect in the situation where the unsafe pass is binding it as multisampled texture - in this situation we never resolve (as mentioned by a comment a couple of lines up).
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Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -939,7 +939,7 @@ void DetermineLoadStoreActions(ref NativePassData nativePass)
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if (readerPass.type == RenderGraphPassType.Unsafe)
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{
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needsMSAASamples = true;
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needsResolvedData = true;
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needsResolvedData = !resourceData.bindMS;
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msaaUserPassID = reader.passId;
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userPassID = reader.passId;
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break;

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