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Broken post processing after using MSAA for UI pass #9234

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Elabajaba opened this issue Jul 21, 2023 · 0 comments · Fixed by #9237
Closed

Broken post processing after using MSAA for UI pass #9234

Elabajaba opened this issue Jul 21, 2023 · 0 comments · Fixed by #9237
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C-Bug An unexpected or incorrect behavior S-Needs-Triage This issue needs to be labelled

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@Elabajaba
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Bevy version

6093385

What you did

Run the SSAO and tonemapping examples.

What went wrong

Post processing isn't being applied.

Additional information

#9169 introduced the bug.

Looking at it with renderdoc, the UI pass appears to be overwriting the main_texture_(a/b) with the output of main_texture_sampled, which means it's discarding the results of tonemapping/bloom/other postprocessing.

Bloomy and tonemapped before the ui_pass:
image

UI pass overwrites it with the raw output from the main pass in main_texture_sampled:
image

@Elabajaba Elabajaba added C-Bug An unexpected or incorrect behavior S-Needs-Triage This issue needs to be labelled labels Jul 21, 2023
github-merge-queue bot pushed a commit that referenced this issue Jul 25, 2023
# Objective

Fixes #9234

re-breaks: The issues that were linked in #9169 

## Solution

Revert the PR that broke tonemapping/postprocessing/etc.

Any passes that are post msaa resolve need to use the main textures, not
the msaa texture.

## Changelog

Idk what to put here since it's a revert.
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Labels
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