I see there are some indications in the code that sample_count was almost added to the texture descriptor but don't see it implemented yet.
What would be the challenges in supporting multisampled textures and resolve targets for render passes? I would be happy to help though I have mostly experience with wgpu:s user-facing code
(side note: Such a fresh breath of air to read this code! It's all so simple.. blade-graphics looks very promising and I would like to give blade a try for our rendering engine at my company that's currently using wgpu (for this game https://idno.se/swap/). Seeing your presentation and descirbing the simple binding model in blade really motivated me after having to deal with so much pipeline description and setup of bind groups for our multiple shader permutations... )
I see there are some indications in the code that
sample_countwas almost added to the texture descriptor but don't see it implemented yet.What would be the challenges in supporting multisampled textures and resolve targets for render passes? I would be happy to help though I have mostly experience with wgpu:s user-facing code
(side note: Such a fresh breath of air to read this code! It's all so simple.. blade-graphics looks very promising and I would like to give blade a try for our rendering engine at my company that's currently using wgpu (for this game https://idno.se/swap/). Seeing your presentation and descirbing the simple binding model in blade really motivated me after having to deal with so much pipeline description and setup of bind groups for our multiple shader permutations... )