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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
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Thanks for submitting this. I add an issue to our internal issue list for this.
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I think this is in the next release.
Fixed with latest release
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I use SV_Coverage to optimize the MSAA resolve pass, now I use it like this:
which is not very convenient
The text was updated successfully, but these errors were encountered: