WebGPURenderer: Fix MSAA using mipmap levels#31544
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Mugen87
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Aug 1, 2025
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Mugen87
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| msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa'; | ||
| msaaTextureDescriptorGPU.sampleCount = samples; | ||
| msaaTextureDescriptorGPU.mipLevelCount = 1; // See https://www.w3.org/TR/webgpu/#texture-creation |
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@sunag Should be report warning to the user if samples is set to a value greater than 0 and mipmapping is enabled? In engine components like FX modules, we can control this ourselves when creating render targets but I wonder if this kind of patch leads to unexpected behavior on user level.
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Hmm.. good question, I can't calculate it right away either, we can merge and test during the r180dev I think.
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Description
According to the MDN-Documentation on createTexture, textures cannot have mipmap levels if they also use MSAA/samples. This fix aims to prevent blank render-targets, which specify both mipmaps and MSAA, see #31542 (comment)