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.
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#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.
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.