Using a built-in resolve on "data" (as opposed to "images") usually doesn't make any sense / doesn't give a sensible result.
You should either not use MSAA for these kinds of textures, OR, you need to manually read each of the sub-pixel samples and perform your shading algorithm on each sub-pixel sample, instead of on each pixel! The latter is obviously much slower (the same cost as brute-force super-sampling), so you generally need to use a technique that detects if a pixel is on the edge of a triangle or not, and only perform this sub-pixel accurate shading on edge pixels.
e.g. here's a sample that does this for a gbuffer:
http://humus.name/index.php?page=3D&ID=81