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Windows 10, Vulkan, NVidia GTX 1060 Driver Version 536.23
Issue description
On Forward Mobile having a Shader Material which samples the Depth Texture and having MSAA X2, X4, X8 enabled, causes the Depth Textures sampled data to be corrupted. Most likely its missing an MSAA Resolve before being bound.
Mobile:
Forward+
Steps to reproduce
New 3D Project
Set Renderer to Mobile
Set 3D Anti-Aliasing in project settings to MSAA X2
Create a MeshInstance3D
Create a Shader Material which samples the Depth Texture
This is because the subpass system only has resolve for color buffers implemented. So the depth buffer isn't resolved and thus the buffer you're reading from is never properly populated.
Godot version
4.1.1.stable
System information
Windows 10, Vulkan, NVidia GTX 1060 Driver Version 536.23
Issue description
On Forward Mobile having a Shader Material which samples the Depth Texture and having MSAA X2, X4, X8 enabled, causes the Depth Textures sampled data to be corrupted. Most likely its missing an MSAA Resolve before being bound.
Mobile:

Forward+

Steps to reproduce
Minimal reproduction project
Depth Readback Repo.zip
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