For some post-rendering effects I need to read the depth-texture. This works fine as long as multi-sampling is turned off. But with multi-sampling I have trouble reading the texture.
Trying to use the multisample-texture in the shader though an depth2d_ms argument the compiler will fail at run time with an error message "Internal Compiler Error".
I found that with OpenGL you'd first blit the multisample depth buffer to a resolved depth buffer to read the sampled values, but with Metal I get an assertion error stating that sample counts of blit textures need to match, so there is no chance blitting 4 samples into 1.
So how would I read sampled or unsampled values from the depth buffer whilst using multi-sampling?