has any plans to support SV_Coverage (or gl_SampleMaskIn in glsl) Semantic in FSL ?
yaoyao-cn opened this issue · 3 comments
yaoyao-cn commented
I use SV_Coverage to optimize the MSAA resolve pass, now I use it like this:
#ifdef RENDERER_API_D3D12
Out.pm = In.coverage;
#else
Out.pm = gl_SampleMaskIn[0] ;
#endif
which is not very convenient
wolfgangfengel commented
Thanks for submitting this. I add an issue to our internal issue list for this.
wolfgangfengel commented
I think this is in the next release.
manas-kulkarni commented
Fixed with latest release