On Tue Apr 4 15:37:55 2023 +0000, Nikolay Sivov wrote:
I don't know if you can do that directly. Maybe you can render to it to initialize, but there is no support for that in shader runner I believe. If anyone has an idea please let me know. The goal would be to use sample count >1 and Load() with 0 and 1, with observable difference.
You can't just upload data to a multisampled texture, no, and I believe that sample positions aren't fixed either, so just rendering a triangle over half of a pixel is not going to give reliable results. It is possible to use a sample frequency shader (i.e. SV_SampleIndex), which would basically amount to porting test_multisample_rendering() to a shader_test, although that requires model 4.1.
Ultimately I think we do want to port more d3d12 (or d3d11, or d3d9) tests to use the shader-runner infrastructure, so that they can target multiple backends without having to be rewritten. But that is probably reasonable to leave for later.