GL_EXT_multisampled_render_to_texture extension. Part 2.
For textures that use this extension, a multisampled texture is
implicitly created for the texture.
Upon write or read, the multisampled texture is either return
to be drawn to or resolved and returned as a single sampled texture.
This is the functionality change with end2end tests.
Bug: angleproject:980428
Change-Id: I5776875a132fed7a3f4f00fb02f9e8e250684630
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1773717
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/vulkan/FramebufferVk.cpp b/src/libANGLE/renderer/vulkan/FramebufferVk.cpp
index 42e7446..f262f0e 100644
--- a/src/libANGLE/renderer/vulkan/FramebufferVk.cpp
+++ b/src/libANGLE/renderer/vulkan/FramebufferVk.cpp
@@ -635,7 +635,8 @@
const bool blitDepthBuffer = (mask & GL_DEPTH_BUFFER_BIT) != 0;
const bool blitStencilBuffer = (mask & GL_STENCIL_BUFFER_BIT) != 0;
- const bool isResolve = srcFramebuffer->getCachedSamples(context) > 1;
+ const bool isResolve =
+ srcFramebuffer->getCachedSamples(context, gl::AttachmentSampleType::Resource) > 1;
FramebufferVk *srcFramebufferVk = vk::GetImpl(srcFramebuffer);
const bool srcFramebufferFlippedY = contextVk->isViewportFlipEnabledForReadFBO();