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#ActualMJP

Posted 20 December 2012 - 12:21 AM

The built-in resolve function is ResolveSubresource. However you can't resolve a depth buffer, and it wouldn't be useful anyway even if you could.

The simplest way to implement MSAA with deferred rendering to have a separate MSAA version of your lighting shader(s), and in that version use Texture2DMS. Then in the shader just loop over all subsamples for a given pixel, calculate the lighting, and average the result. This will be much more expensive than it could be, but it will work.

#1MJP

Posted 20 December 2012 - 12:20 AM

The built-in resolve function is ResolveSubresource. However you can't resolve a depth buffer, and it wouldn't be useful anyway even if you could.

The simplest way to implement MSAA with deferred rendering to have a separate MSAA version of your lighting shader(s), and in that version use Texture2DMS. Then in the shader just loop over all subsamples for a given pixel, calculate the lighting, and average the result. This will be more expensive than it could be, but it will work.

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