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I have a question as to how to use multisample anti-aliasing (MSAA) on Direct x 12. I was unable to find an example on the web.

What I've seen around is that is not possible to directly enable MSAA on the swap chain. A separate multi-sampled texture needs to be used for rendering and after resolved on the swap chain.

But how to properly create a multi-sampled render target texture?

How to resolve a MSAA texture to screen?

Richard Chambers
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Cloyz
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  • See the answer to this stack overflow question [Creating a swap chain with MSAA fails](https://stackoverflow.com/questions/40110699/creating-a-swap-chain-with-msaa-fails) which has some links to additional material and see the answer to this posting, https://www.braynzarsoft.net/viewquestion/q33526-adding-msaa-in-dx12 – Richard Chambers Aug 03 '17 at 19:11
  • Thank you very much. This is exactly what i am looking for. – Cloyz Aug 03 '17 at 19:20
  • When you have a code sample that works, could you post an answer to your question that contains the source code along with some explanation as to why it works? – Richard Chambers Aug 03 '17 at 19:38
  • I will for sure :) – Cloyz Aug 03 '17 at 20:39

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See this sample: SimpleMSAA12

And this tutorial for DirectX Tool Kit for DX12

Chuck Walbourn
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