The current implementation of IUnityGraphicsVulkanV2 doesn’t give information about the sample count of the active render pass.
This makes impossible to implement a native plugin in Vulkan compatible with different MSAA configurations. At least, not in an easy and generic way. The provided example in GitHub has also this issue because VK_SAMPLE_COUNT_1_BIT is hardcoded.
I think, UnityVulkanRecordingState could be extended to provided this information.
@aleksandrk could you please indicate who we should talk to regarding this and in general for issues about native rendering plugins (we have found many issues in the past)
Yes, I could do that but our scenario is a bit more complex than this because we are a plugin. And we need to support all combinations of pipelines and cameras and the safest and cleanest would be receiving that information for the active render pass.
This request makes sense, we should be able to add this.
A potential workaround could be to use the hooking api of the Vulkan plugin api and use that to keep a map of renderpass->sample count around. It will require the plugin to be preloaded, so not sure if that’s feasible.
What would be the best way to request and track this feature?
And thanks for the suggestion about preloading. We will try that.
We also have similar suggestions for D3D12 and a few bugs and in general we are missing a place to discuss about native plugins. Not sure what would be the best contact for this. I think we are one of the biggest native plugins in Unity and our code is plagued with workarounds.