I try to perform MSAA on a framebuffer, And in the standalone version where i draw a cube to the framebuffer and blit that framebuffer to the canvas it works like a charm:
var gl = canvas.getContext("webgl2", {
antialias: false
});
const frambuffer = gl.createFramebuffer();
const renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, gl.getParameter(gl.MAX_SAMPLES), gl.RGBA8, this.width, this.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, frambuffer);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, renderbuffer);
.. Prepare scene
gl.bindFramebuffer(gl.FRAMEBUFFER, frambuffer);
.. Draw scene
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, frambuffer);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
gl.clearBufferfv(gl.COLOR, 0, [1.0, 1.0, 1.0, 1.0]);
gl.blitFramebuffer( 0, 0, canvas.width, canvas.height,
0, 0, canvas.width, canvas.height,
gl.COLOR_BUFFER_BIT, gl.LINEAR);
But when i do this in my engine with a deferred pipeline the blit is performed but the MultiSample (MSAA) not. The difference i can think of is that i am there writing an image drawn to a quad to the framebuffer and in the working example a cube.
as requested,In the case it is not working the setup is like this:
var gl = canvas.getContext("webgl2", {
antialias: false
});
.. Load resources ..
.. Prepare renderpasses ..
shadow_depth for every light
deferred scene
ssao
shadow for first light
convolution on ssao and shadow
convolution
uber for every light
tonemap
msaa
..
.. draw renderpasses ..
deferred scene
ssao
shadow for first light
convolution on ssao and shadow
convolution
uber for every light
tonemap
...
const frambuffer = gl.createFramebuffer();
const renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, gl.getParameter(gl.MAX_SAMPLES), gl.RGBA8, this.width, this.height);
gl.bindFramebuffer(gl.FRAMEBUFFER, frambuffer);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, renderbuffer);
gl.bindFramebuffer(gl.FRAMEBUFFER, frambuffer);
..draw tonemap of scene to quad
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, frambuffer);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
gl.clearBufferfv(gl.COLOR, 0, [1.0, 1.0, 1.0, 1.0]);
gl.blitFramebuffer( 0, 0, canvas.width, canvas.height,
0, 0, canvas.width, canvas.height,
gl.COLOR_BUFFER_BIT, gl.LINEAR);