In OpenGL it's possible to enable / disable antialiasing drawing some primitives with MSAA and others without antialiasing. Is it possible to toggle between drawing some primitives with MSAA and others without preserving depth/opacity and drawing order so as to blend correctly?Over primitives rendered in previous render passes in Metal?
How to draw with MSAA over non-antialiased primitives, in Metal?
Using Programmable Sample Positions I can set the sample positions all to {0.5, 0.5} for the sample count. This emulates the same results as rendering using a sample count of 1. I can then switch drawing some stuff anti-aliased that I want rendered without blurriness and have other stuff rendered aliased without resolving over the non aliased stuff should the rendering toggle between the two. It does have the performance hits of using MTLStoreActionStoreAndMultisampleResolve on the multi-sample color attachment and mean when drawing non-aliased things that it is doing extra work. But seems to work irrespective of drawing some non aliased stuff then other aliased stuff then more non-aliased stuff blending along the way etc.