Hello everyone, I keep seeing these artifacts when trying to store an MSAA depth target from one pass, and then use it for depth equals or less-equals tests (without write) later:
The first render pass outputs an MSAA depth buffer, with a clear and store op on the depth, as well as a resolve for a depth mip reduction later. The second pass loads the MSAA depth texture and is supposed to use it for depth tests only, and this is where I see these artifacts. In the above picture, less equals tests are used, but if I use only equals tests, only a few blocks of pixels get shaded.
Does anyone know why this is? Running the depth in the same pass as the lighting works just fine by the way.
Thanks!