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Resolve MSAA Depth Buffer in Vulkan

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#1 Yours3!f   Members   

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Posted 17 March 2017 - 09:18 AM

Hi,

 

is there a way to resolve MSAA depth buffer to a non-MSAA one?

Here (https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkCmdResolveImage.html) it says that:

 

 

  • If dstImage was created with tiling equal to VK_IMAGE_TILING_LINEAR, dstImage must have been created with a format that supports being a color attachment, as specified by the VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT flag in VkFormatProperties::linearTilingFeatures returned by vkGetPhysicalDeviceFormatProperties

  • If dstImage was created with tiling equal to VK_IMAGE_TILING_OPTIMAL, dstImage must have been created with a format that supports being a color attachment, as specified by the VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT flag in VkFormatProperties::optimalTilingFeatures returned by vkGetPhysicalDeviceFormatProperties

 

Whereas in OpenGL (https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBlitFramebuffer.xhtml):

 

 

mask

The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.

 

bests,

yours3!f