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Nathan Drake

DX11 Enable MSAA in DirectX 11

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Hello guys, sup wink.png


Anti Aliasing in DX11 can be used if I set number of samples equal to 4 and set the sample quality to 1 and set View Dimension of the Dpeth Stencil view desc to D3D11_DSV_DIMENSION_TEXTURE2DMS.


but i have some question about it:


1. I can't apply this on my backbuffer, if i do, i'll get the complete black screen. (don't know what is the reason)


2. the only option i had was Depth/Stencil buffer but after applying these settings, i still didn't receive the correct result from my output. but based on MSDN resource when I create my Texture2D using CreateTexture2D(), the second attribute pInitialData can't be null if i want to use Multi Samples. but i don't know to what I have to set the pSysMem ?


3. since i use RenderToTexture method, am I have to apply these adjustments on those textures that i render my scene on them ?


4. is there any kind of limits for number of AA samples ?



you can take a look at my codes if you want :

	//Describe our SwapChain Buffer
	DXGI_MODE_DESC bufferDesc;

	ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));	

	bufferDesc.Width = Width;
	bufferDesc.Height = Height;
	bufferDesc.RefreshRate.Numerator = 60;
	bufferDesc.RefreshRate.Denominator = 1;
	//bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	bufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;

	//Describe our SwapChain

	ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));

	swapChainDesc.BufferDesc = bufferDesc;
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.SampleDesc.Quality = 0;
	swapChainDesc.BufferCount = 1;
	swapChainDesc.OutputWindow = hwnd;
	swapChainDesc.Windowed = TRUE;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	//Create our SwapChain
		D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);

	//Create our BackBuffer
	ID3D11Texture2D* BackBuffer;
	hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);

	//Create our Render Target
	hr = d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);

	//Describe our Depth/Stencil Buffer
	D3D11_TEXTURE2D_DESC depthStencilDesc;

	depthStencilDesc.Width = Width;
	depthStencilDesc.Height = Height;
	depthStencilDesc.MipLevels = 1;
	depthStencilDesc.ArraySize = 1;
	depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilDesc.SampleDesc.Count = 4;
	depthStencilDesc.SampleDesc.Quality = 1;
	depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
	depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthStencilDesc.CPUAccessFlags = 0;
	depthStencilDesc.MiscFlags = 0;

	D3D11_DEPTH_STENCIL_VIEW_DESC _depthStencilViewDesc;
	ZeroMemory(&_depthStencilViewDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
	_depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	_depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
	_depthStencilViewDesc.Texture2D.MipSlice = 0;

	//Create the Depth/Stencil View
	d3d11Device->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer);
	d3d11Device->CreateDepthStencilView(depthStencilBuffer, &_depthStencilViewDesc, &depthStencilView);
Edited by Nathan Drake

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On point 2 I think you've misread it; the data pointer must be null when creating a multi-sampled texture as there is no way to upload multisample data to the GPU. Multisample textures are only useful as render targets (and for sampling from once they have been rendered to) and thus can not be immutable.

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Thanks for your reply


when i set Quality to 0 and sample counts to 8, it gives me blank screen.


I've checked my graphics card to see up to how many samples it can support

	for (UINT sampleCount = 1; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount++)
		UINT maxQuality;
		hr = d3d11Device->CheckMultisampleQualityLevels(
			DXGI_FORMAT_D24_UNORM_S8_UINT, sampleCount, &maxQuality);

		if (maxQuality > 0)

		if (hr != S_OK)
			return false;

and sampleCount goes until 33. does it mean that i can use 33 samples in my program ?

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Here are two different ways I set my quality, they may not be the best ways to do it:

UINT msaa_quality;
// method 1
// method 2
DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM; // or the format you're using
UINT msaa_samples = 4; // or 2, 8, etc.
hResult = d3d_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, msaa_samples, &msaa_quality);
Edited by Endemoniada

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the simplest source to your answers is to enable the d3d debug runtime.
usually, when the output is purely black, it means you do something forbidden.
the debug output will tell you what and usually give you hints how to do it right.

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