I didn't find any documentation on how Integer texture should behave for Multisampling.
For example, for 4 sub-samples, if the values in sub-samples are 0, 0, 500, 500. Does it resolve to 250,250,250,250?
I didn't find any documentation on how Integer texture should behave for Multisampling.
For example, for 4 sub-samples, if the values in sub-samples are 0, 0, 500, 500. Does it resolve to 250,250,250,250?
When applied to integer framebuffer attachments, a multisample resolve operation (as caused by
glBlitFramebuffer
) simply selects a single sample from within the pixel to represent the entire value. Which sample is selected is not specified, so it's up to the implementation.Basically, there's no real useful purpose to resolving an integer multisample attachment. If you have some multisample integer buffer (such as with deferred rendering), the only useful resolve you're going to get is one you write yourself.