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[D3D12] Enabling MSAA

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I'm having issues enabling MSAA in d3d12 and I'm not sure what I'm missing.


I have changed the PSO to have a count of 4 and the set the quality to standard ( not sure if necessary ).

    psoDesc.SampleDesc.Count = 4;

I also have set those 2 variables for the Depth stencil.


When running the application like this I get the following error.


"the render target sample desc in slot 0 does not match that specified by the current pipeline state.(pipeline state = count 4 quality -1, render target view = count 1 quality 0"


As I'm rendering directly to the back buffer so I tried changing the count of swap chain, but that will crash.




Also, I'm trying to query for the multi-sample support and getting an empty struct. Don't know whats the issue there either.


Do anybody know where I'm going wrong?



Edited by kretash

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