3 hours ago, Vilem Otte said:
I have made it, and it's actually not that hard
Thanks for the encouragement.
I guess I need even more details (that's where the devil is). Following your example I am at creating another pipeline state, more buffers, shaders etc, but so far I haven't gotten all the parameters right. There is always another clash of illegal parameter combinations it seems. For instance, how do you match
Texture2DMS<float4, SamplesMSAA> msaaTexture : register(t0);
with an input structure? And how does the corresponding shader resource view description look like? Do I need to create new resource heaps for the new render target and depth targets (I guess adding to the already existing heaps is fine)? What parameters do you give when creating your resource descriptions?
Maybe you are not so keen on reading DX12 + SharpDX code, but if you are, here is an interesting example I found where they render to an off-screen buffer (for post processing effects). I understand the code, and it's working, but they don't do MSAA. Can you or someone else help me to figure out what would be needed in order to add multisampling here? I have a feeling it's not much missing.
https://github.com/RobyDX/SharpDX_D3D12HelloWorld/blob/master/D3D12HelloRenderTarget/HelloRenderTarget.cs