I got problem when using gl_SampleMask with multisample texture.
To simplify problem I give this example.
Drawing two triangles to framebuffer with a 32x multisample texture attached. Vertexes of triangles are (0,0) (100,0) (100,1) and (0,0) (0,1) (100,1).
In fragment shader, I have code like this,
#extension GL_NV_sample_mask_override_coverage : require
layout(override_coverage) out int gl_SampleMask[];
...
out_color = vec4(1,0,0,1);
coverage_mask = gen_mask( gl_FragCoord.x / 100.0 * 8.0 );
gl_SampleMask[0] = coverage_mask;
function int gen_mask(int X) generates a integer with X 1s in it's binary representation.
Hopefully, I'd see 100 pixel filled with full red color. But actually I got alpha-blended output. Pixel at (50,0) shows (1,0.25,0.25), which seems to be two (1,0,0,0.5) drawing on (1,1,1,1) background.
However, if I break the coverage_mask, check gl_SampleID in fragment shader, and write (1,0,0,1) or (0,0,0,0) to output color according to coverage_mask's gl_SampleID's bit,
if ((coverage_mask >> gl_SampleID) & (1 == 1) ) {
out_color = vec4(1,0,0,1);
} else {
out_color = vec4(0,0,0,0);
}
I got 100 red pixel as expected.
I've checked OpenGL wiki and document but didn't found why the behavior changed here.
And, i'm using Nvidia GTX 980 with driver version 361.43 on Windows 10.
I'd put the test code to GitHub later if necessary.
gl_FragCoord.x / 100.0 * 8.0Assuming your have done the appropriate math to makegl_FragCoord.xgo from [0, 100], this means that the largest coverage you'll get is... 8 bits. - Nicol Bolas