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I'd like to have an MSAA pass to draw some tessellated geometry (from lyon) and also a non-MSAA pass to draw some text or textures and for them to be drawn to the same output target. Furthermore, I'd like them to use the same depth buffer so that each primitive can be rendered at the correct z.
I don't think I can use the same pass because the MSAA views and resolve target are specified on the colour attachment for a pass. Which means I need multiple passes with the same encoder and sharing a depth buffer between them. I've not tried the latter yet because I can't get the first part to work - writing MSAA and non-MSAA passes to the same view. I get an error about 1 != 4 for the sample count and a panic.
I specifically want to be able to have text, geometry (with MSAA) and textures layered over each other as required. How could I go about achieving this?
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I'd like to have an MSAA pass to draw some tessellated geometry (from lyon) and also a non-MSAA pass to draw some text or textures and for them to be drawn to the same output target. Furthermore, I'd like them to use the same depth buffer so that each primitive can be rendered at the correct z.
I don't think I can use the same pass because the MSAA views and resolve target are specified on the colour attachment for a pass. Which means I need multiple passes with the same encoder and sharing a depth buffer between them. I've not tried the latter yet because I can't get the first part to work - writing MSAA and non-MSAA passes to the same view. I get an error about
1 != 4
for the sample count and a panic.I specifically want to be able to have text, geometry (with MSAA) and textures layered over each other as required. How could I go about achieving this?
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