/// A custom resolve kernel that averages color at all sample points. #include using namespace metal; // https://developer.apple.com/documentation/metal/metal_sample_code_library/improving_edge-rendering_quality_with_multisample_antialiasing_msaa?language=objc kernel void colorResolveKernel(texture2d_ms multisampledTexture [[texture(0)]], texture2d resolvedTexture [[texture(1)]], uint2 gid [[thread_position_in_grid]]) { const uint count = multisampledTexture.get_num_samples(); float4 resolved_color = 0; for (uint i = 0; i < count; ++i) { resolved_color += multisampledTexture.read(gid, i); } resolved_color /= count; resolvedTexture.write(resolved_color, gid); } kernel void depthResolveKernel(texture2d_ms multisampledTexture [[texture(0)]], texture2d resolvedTexture [[texture(1)]], uint2 gid [[thread_position_in_grid]]) { const uint count = multisampledTexture.get_num_samples(); float resolved_depth = 0; for (uint i = 0; i < count; ++i) { resolved_depth += multisampledTexture.read(gid, i).r; } resolved_depth /= count; resolvedTexture.write(float4(resolved_depth, 0, 0, 0), gid); }