fy that by modifying an existing example (`Triang3l/vk_order_independent_transparency` on GitHub, `radv_sample_shading_test` branch) of fragment shader interlock usage with per-pixel data to use MSAA and sample shading, but only accessing that data once per pixel for each primitive, by wrapping all p
rements of pixel_interlock at all.
However, they actually do support pixel_interlock with sample shading. I
was able to verify that by modifying an existing example
(`Triang3l/vk_order_independent_transparency` on GitHub,
`radv_sample_shading_test` branch) of fragment shader interlock usage
Follow-up: In further testing, I did get some races with my test
condition, and it turns out that in OpenGL and Vulkan, unlike in
Direct3D, gl_SampleMaskIn contains only 1 sample when sample shading is
used. So there's even less possible meaningful usage of pixel interlock
with sample shading,