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op: render_pipeline,alpha_to_coverage #2201
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Note about another test we should add here: Reviewing the PR reminded me of a very old thought, which is that we should have a test which doesn't have a 0th color attachment, and see what alpha-to-coverage does in that case. I actually have no idea what the behavior is supposed to be across APIs, but this would be a good thing to make sure actually behaves the same across APIs (and across implementations, depending on whether we pack sparse color attachments). Could be any of:
Vulkan seems to say coverage is always 100%:
See also gpuweb/gpuweb#1250 |
alpha_to_coverage with target[0] being empty test code is at #2393 Looks like on Win D3D12 and Linux Vulkan, the alphaToCoverage mask still uses shader output to target[0].alpha value. (test passes) On Mac Metal, it looks like when target[0] is empty, it always uses alpha = 1 for the alphaToCoverage mask |
Great find, thanks for testing it! I didn't even think about the fact we could have a fragment output that isn't used by an attachment.
I had a lot of thoughts about this so have formatted it as a checklist of things to investigate/do:
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