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2D MSAA breaks rendering. #97800

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SaracenOne opened this issue Oct 4, 2024 · 3 comments · Fixed by #97811
Closed

2D MSAA breaks rendering. #97800

SaracenOne opened this issue Oct 4, 2024 · 3 comments · Fixed by #97811

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@SaracenOne
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Tested versions

e2c6daf

System information

Godot v4.4.dev (65f3df5) - Windows 10.0.22631 - Single-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6094) - AMD Ryzen 9 7950X 16-Core Processor (32 threads)

Issue description

Bisected to e2c6daf
Running a project with any 2D MSAA setting will cause the screen rendering to break as demonstrated in this screenshot
godot windows editor dev x86_64_pzu6DHWfXf
(2D MSAA 2x)
godot windows editor dev x86_64_P15ChHlYvV
(2D MSAA 8x)

It can be observed on Forward+ and Mobile renderers, but does not appear to affect the Compatibility renderer.

Steps to reproduce

  • Open a project
  • Set any 2D MSAA render setting in the project settings.
  • Restart the editor

Minimal reproduction project (MRP)

N/A

@DarioSamo
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Can confirm the regression on Mac as well, and it presents itself as the 2D elements being semi-transparent. Haven't determined yet where the actual difference shows up however.

@DarioSamo
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I've spotted the issue, will make a PR soon.

@DarioSamo
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#97811 fixes the issue for me, could you please confirm if it does for you as well?

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2 participants