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This PR contains experimental support for reading the depth buffer from shaders, see: #576
What works:
What doesn't work:
At this point we are a bit stuck mainly at the Metal implementation. In our testing environment we don't get any errors of any kind when attempting to read the depth buffer, just a black screen. (Our testing environment could be bad, and we readily admit that we are fairly new to Metal compared to other GFX API's) We suspect that it might be related to the difference between
depth2d
andtexture2d
types in MSL shaders.Our time on this has unfortunately run out a bit, and it will take a while until we have more time to look at it. If anyone wants to take a look at and fix issues with this PR it would be greatly appreciated. :)