| # MSAA Render To Single Sampled/Multisampled Render To Single Sampled |
| |
| The `msaa-render-to-single-sampled` feature (MSRTSS) allows a render pass to include single-sampled attachments while rendering is done with a specified number of samples. When this feature is used, the client doesn't need to explicitly allocate any multi-sampled color textures. |
| |
| Additional functionalities: |
| - Adds `wgpu::DawnRenderPassSampleCount` as chained struct for `wgpu::RenderPassDescriptor` to specify number of samples to be rendered for the respective single-sampled attachment. |
| |
| Example Usage: |
| ``` |
| // Create texture with RenderAttachment usage. |
| wgpu::TextureDescriptor desc = ...; |
| desc.sampleCount = 1; |
| desc.usage = wgpu::TextureUsage::RenderAttachment; |
| |
| auto texture = device.CreateTexture(&desc); |
| |
| // Create a render pipeline |
| wgpu::RenderPipelineDescriptor pipelineDesc = ...; |
| auto pipeline = device.CreateRenderPipeline(&pipelineDesc); |
| |
| // Create a render pass with "implicit multi-sampled" enabled. |
| wgpu::DawnRenderPassSampleCount renderPassSampleCount; |
| renderPassSampleCount.sampleCount = 4; |
| |
| wgpu::RenderPassDescriptor renderPassDesc = ...; |
| renderPassDesc.colorAttachments[0].view = texture.CreateView(); |
| renderPassDesc.nextInChain = &renderPassSampleCount; |
| |
| auto renderPassEncoder = encoder.BeginRenderPass(&renderPassDesc); |
| |
| renderPassEncoder.SetPipeline(pipeline); |
| renderPassEncoder.Draw(3); |
| renderPassEncoder.End(); |
| ``` |
| |
| Notes: |
| - To trigger MSRTSS load or store behavior, a single-sampled color attachment must be attached to a render pass with an explicit sample count given by the `wgpu::DawnRenderPassSampleCount` chained struct. The `resolveTarget` field of the the color attachment must be `nullptr`. |
| - Traditional multi-sampled color or depth/stencil attachments can be mixed with the MSRTSS color attachments. They must have the match the `sampleCount` specified by the `wgpu::DawnRenderPassSampleCount` chained struct and color attachments may have a `resolveTarget` as usual. |
| - If a texture is not resolvable by WebGPU standard it cannot be used as an MSRTSS color attachment. This means this feature currently doesn't work with integer textures. |