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Can't set MSAA samples beyond 4 #2910
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area: api
Issues related to API surface
good first issue
Good for newcomers
help required
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type: enhancement
New feature or request
Comments
Thanks for the issue! We definitely want to add this, and the way I think that this should manifest is by extending the TextureFormatFeatutes and splitting multisampling into three flags, 2, 4, and 8 sample flags for each texture. |
cwfitzgerald
added
type: enhancement
New feature or request
help required
We need community help to make this happen.
area: api
Issues related to API surface
good first issue
Good for newcomers
labels
Jul 31, 2022
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cwfitzgerald
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Nov 9, 2022
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Labels
area: api
Issues related to API surface
good first issue
Good for newcomers
help required
We need community help to make this happen.
type: enhancement
New feature or request
Description
A clear and concise description of what the bug is.
The Vulkan capabilities viewer says that my hardware/driver supports MSAA samples up to 8 for all targets:
Setting MSAA samples to 1 or 4 works correctly, however increasing the samples to 8 causes the following error:
Repro steps
Modify the
msaa-line
sample to set the number of samples to 8, and run it.Expected vs observed behavior
Clearly describe what you get, and how it goes across your expectations.
I appreciate that the current web spec only supports sample counts of 1 or 4, but I don't think this limitation should be enforced as a strict validation (especially for desktop builds, where the driver likely supports at least 8, and one can always query against the underlying API directly).
Extra materials
This appears to be failing a hardcoded validation.
All other hardcoded validations I can find only check that the number of samples are less than 32.
Platform
Information about your OS, version of
wgpu
, your tech stack, etc.Windows 10, Vulkan, v0.13.1 of wgpu
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