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Yep, this is not supported at the moment. What needs to happen for this to work:
in WebgpuRenderTarget, when samples > 1 and a depthBuffer is passed in, we need to allocate multi-sampled depth buffer for rendering. We cannot specify the provided single-sampled buffer as a resolve target, as WebGPU cannot automatically resolve depth. Done in WebGPU partial support for multisampled RT using supplied depth texture #6917
then in the endPass for WebGPU, just before passEncoder.end (so using existing pass encoder) use WebgpuResolver to manually resolve the depth, which it already handles.
we possibly might need to update framegraph for the render pass in question to store the multisampled depth, as by default I think it just gets discarded.
It is not possible to create a multisampled render target and specify a target depth texture roughly like so:
The resulting error is:
The text was updated successfully, but these errors were encountered: