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I have an upstream fix here, which should obviate most of this bevyengine/bevy#23844 |
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Okay, this logic is tricky due to the double buffering that happens. When MSAA is enabled, we were potentially writing into a buffer that doesn't get resolved at the start of the next frame, because Bevy always resets it's internal ping-pong counter at the start of every frame.
So, for example, if we write into the B texture, at the start of the next frame the ping-pong gets reset to A and we resolve the A texture, overwriting our manual writes. If, by happenchance, we correctly had written into A instead of B, everything would appear to work.
This is a bit inefficient, but we unconditionally copy from main to other every time we write to ensure that our writes are visible on both textures regardless of which one is currently active. We could request upstream changes here if this matters.