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has any plans to support SV_Coverage (or gl_SampleMaskIn in glsl) Semantic in FSL ? #267

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yaoyao-cn opened this issue Dec 1, 2022 · 3 comments

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@yaoyao-cn
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I use SV_Coverage to optimize the MSAA resolve pass, now I use it like this:

#ifdef RENDERER_API_D3D12
	Out.pm = In.coverage;
#else
	Out.pm = gl_SampleMaskIn[0] ;
#endif

which is not very convenient

@wolfgangfengel
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Thanks for submitting this. I add an issue to our internal issue list for this.

@wolfgangfengel
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I think this is in the next release.

@manas-kulkarni
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Fixed with latest release

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3 participants