# Objective Fixes https://github.com/bevyengine/bevy/issues/9234 re-breaks: The issues that were linked in #9169 ## Solution Revert the PR that broke tonemapping/postprocessing/etc. Any passes that are post msaa resolve need to use the main textures, not the msaa texture. ## Changelog Idk what to put here since it's a revert.
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@ -3,7 +3,6 @@ mod render_pass;
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use bevy_core_pipeline::{core_2d::Camera2d, core_3d::Camera3d};
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use bevy_hierarchy::Parent;
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use bevy_render::view::Msaa;
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use bevy_render::{ExtractSchedule, Render};
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use bevy_window::{PrimaryWindow, Window};
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pub use pipeline::*;
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@ -805,7 +804,6 @@ pub fn queue_uinodes(
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ui_batches: Query<(Entity, &UiBatch)>,
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mut views: Query<(&ExtractedView, &mut RenderPhase<TransparentUi>)>,
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events: Res<SpriteAssetEvents>,
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msaa: Res<Msaa>,
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) {
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// If an image has changed, the GpuImage has (probably) changed
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for event in &events.images {
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@ -831,10 +829,7 @@ pub fn queue_uinodes(
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let pipeline = pipelines.specialize(
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&pipeline_cache,
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&ui_pipeline,
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UiPipelineKey {
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hdr: view.hdr,
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msaa_samples: msaa.samples(),
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},
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UiPipelineKey { hdr: view.hdr },
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);
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for (entity, batch) in &ui_batches {
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image_bind_groups
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@ -62,7 +62,6 @@ impl FromWorld for UiPipeline {
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#[derive(Clone, Copy, Hash, PartialEq, Eq)]
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pub struct UiPipelineKey {
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pub hdr: bool,
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pub msaa_samples: u32,
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}
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impl SpecializedRenderPipeline for UiPipeline {
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@ -118,7 +117,7 @@ impl SpecializedRenderPipeline for UiPipeline {
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},
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depth_stencil: None,
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multisample: MultisampleState {
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count: key.msaa_samples,
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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@ -72,7 +72,7 @@ impl Node for UiPassNode {
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};
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("ui_pass"),
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color_attachments: &[Some(target.get_color_attachment(Operations {
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color_attachments: &[Some(target.get_unsampled_color_attachment(Operations {
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load: LoadOp::Load,
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store: true,
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}))],
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