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Notes about VK_EXT_custom_resolve

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Ricardo Garcia

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Notes about VK_EXT_custom_resolve is a November 2025 Geek Blight blog post by Ricardo Garcia on Vulkan shader-driven multisample resolve, tied to Igalia work around the Steam Frame and public CTS coverage.

It explains classic render-pass custom-resolve flags that promise a full-screen resolve draw so tile GPUs stay on-chip, and why combining resolve with tone mapping avoids extra tile loads and stores. It covers the move from a Qualcomm-specific resolve extension to multi-vendor support, plus dynamic rendering dual image views and vkCmdBeginCustomResolveEXT remapping outputs to the single-sample resolve view while input attachments still read multisample data.

It is for advanced Vulkan driver and engine engineers targeting mobile tile GPUs who already understand MSAA resolve and dynamic rendering.

The note is a free HTML post summarizing proposal behavior and implementation status.

It is useful when planning MSAA plus post-resolve effects without bandwidth-heavy extra passes on mobile.