From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476531(v=vs.85).aspx (towards the bottom of the page)
Textures being shared from D3D9 to D3D11 have the following restrictions.
Textures must be 2D
Only 1 mip level is allowed
Texture must have default usage
Texture must be write only
MSAA textures are not allowed
Bind flags must have SHADER_RESOURCE and RENDER_TARGET set
Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed
When using SharpDX / SlimDX with WPF, you have to surface share with D3Dimage in order for things to get rendered, changing MSAA count / quality on your shared render target results in a dx error as MSAA textures are not allowed. Changing present params on the D3D9 device which you will be sharing with doesnt make a difference either and theres no efficient way to access WPFs swap chain.
How would I go about allowing MSAA on my scene / textures?
Edited by Dynamo_Maestro, 02 November 2012 - 08:37 AM.






