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You can't "sample" from a multi-sampled texture (in either of the APIs). You can only load/fetch samples from it: |
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Hi guys! I finished my toy 3D renderer and then I try to do simple multisampling, so I am wondering how I can modify my shader code to enable it to sample multi-sampled textures.
My
glslfragment shader code contains uniforms like:and in the shader's main, I use it like
The above code works fine when multisampling is disabled, but when I enabled multisampling, it gave me runtime errors
I think this error indicates that I got the configurations on CPU side correct, but I need to somehow modify my shader code.
When I configure
BindGroupLayout, I see the fieldmultisampledinBindingType::Texturehas documentation that says "If this is true, the texture must be read from shaders with texture1DMS, texture2DMS, or texture3DMS, depending on dimension.".So, I tried adding
MSto different places, butshadercalways complains.For the CPU-side code, basically I just modified the following two structs and their fields:
MultisampleState.countTextureDescriptor.sample_countDo you have any suggestions? Thank you!
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