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Do not use MSAA versions of textures on debug views. #91808

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merged 1 commit into from May 13, 2024

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DarioSamo
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While working on debugging the motion vectors, I noticed the code will fail to work if MSAA is enabled in the viewport. This error also happens when trying to view the normal roughness buffer when MSAA is enabled.

Since the debug effects do not support sampling from Multisampled textures directly, and this is the only use case where these methods are called, the most effective solution is to only ever return the resolved versions of the textures, which are ready by the time the debug effects are drawn.

This issue is not a regression from any particular change as far as I can tell.

Fixes #62955.

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@clayjohn clayjohn left a comment

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Looks great. I double checked and indeed these are only used for debug drawing, so no reason to return the MSAA versions.

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@Calinou Calinou left a comment

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Tested locally, it works as expected. The issue no longer occurs on the same setup as in #62955 (comment).

The normal buffer view looks a bit strange when MSAA is enabled (it's also not smoothed out), but I guess not much can be done about this.

Disabled 2× MSAA 4× MSAA 8× MSAA
Screenshot_20240513_002134 Screenshot_20240513_002141 Screenshot_20240513_002149 Screenshot_20240513_002155

@akien-mga akien-mga merged commit c322a9b into godotengine:master May 13, 2024
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@akien-mga
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Thanks!

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Vulkan: Normal buffer view broken when using MSAA on NVIDIA GPUs
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