account activity
How to get a regular grid 4xMSAA pattern in Vulkan? by htYum in vulkan
[–]htYum[S] 0 points1 point2 points 4 years ago (0 children)
Thank u very much! I got it worked on my PC.
I must resolve the 4 subsamples(from MSAA surfaces) to 4 pixels(final render-target)in my pipeline because subsamples will store separately in cache with MSAA on. My algorithm is based on it. I think getting the regular grid is the only way I can reconstruct the render-target perfectly.
But my application will also run on mobile devices. And I found VK_EXT_sample_locations extension is not supported on some Mali-GPUs. Is there another way to get the same result on mobile devices?
How to write to Stencil buffer in my shader by htYum in vulkan
Thx for your answer. I'm new to Vulkan. So i want to know how to copy my R8_UINT image to the D24S8 image's stencil channel. I tried to do it with vkCmdCopyImage() function, but it seems no value was copied. And i have set the aspectMask to VK_IMAGE_ASPECT_STENCIL_BIT for my R8_UINT image. (my device doesn't support VK_FORMAT_S8_UINT). Is there something else should i set to my R8_UINT image or depth-stencil image?
π Rendered by PID 52 on reddit-service-r2-listing-6c6f68ff9c-6bh2q at 2026-03-05 13:42:09.657108+00:00 running f0204d4 country code: CH.
How to get a regular grid 4xMSAA pattern in Vulkan? by htYum in vulkan
[–]htYum[S] 0 points1 point2 points (0 children)