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L. Spiro

OpenGL Avoiding Render Target/Depth Buffer Resolves

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Is there a flag that can be set on a surface to tell it not to resolve after rendering to it? In OpenGL ES for iOS there is a way to discard framebuffer attachments to avoid the resolving process, and I am looking for anything similar in Direct3D 9 (or 10 or 11 when I get there).

I know that this is easy to do in Xbox 360 (simply don’t resolve it) but I have heard something about a flag that can be set on surfaces, though it was not clear if it was for desktops or consoles. Since the act of resolving on consoles is manual, I would assume flags would only be useful on desktops, but I can’t find one.


L. Spiro

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Resolves are manual for all render targets in D3D9/10/11, with the exception of the back buffer you get from the swap chain. In D3D9 you use StretchRect to resolve, in D3D10/11 you use ResolveSubresource.

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I see. That answers my question and clears up some other issues I had all at once.
Thank you.


L. Spiro

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