2D MSAA breaks rendering.
Tested versions
e2c6daf7eff6e0b7e2e8d967e95a9ad56e948231
System information
Godot v4.4.dev (65f3df592) - Windows 10.0.22631 - Single-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6094) - AMD Ryzen 9 7950X 16-Core Processor (32 threads)
Issue description
Bisected to e2c6daf7eff6e0b7e2e8d967e95a9ad56e948231
Running a project with any 2D MSAA setting will cause the screen rendering to break as demonstrated in this screenshot
(2D MSAA 2x)
(2D MSAA 8x)
It can be observed on Forward+ and Mobile renderers, but does not appear to affect the Compatibility renderer.
Steps to reproduce
- Open a project
- Set any 2D MSAA render setting in the project settings.
- Restart the editor
Minimal reproduction project (MRP)
N/A
Can confirm the regression on Mac as well, and it presents itself as the 2D elements being semi-transparent. Haven't determined yet where the actual difference shows up however.
I've spotted the issue, will make a PR soon.
https://github.com/godotengine/godot/pull/97811 fixes the issue for me, could you please confirm if it does for you as well?