c++directx-12msaa

How Can I implement MSAA on DX12?


I Searched many other questions and samples, but I still can't understand what I must do.

What I know about this process is

  1. Create a Render Target for msaa. - Different from SwapChain's Backbuffer.
  2. Draw everything (like meshes) on msaa render target.
  3. Copy the contents of the msaa Render Target to the current BackBuffer using the ResolveSubresource function.

Is this the right process? Or is there a part that I left out?


Solution

  • These samples demonstrate using MSAA with DirectX12:

    https://github.com/microsoft/Xbox-ATG-Samples/tree/master/PCSamples/IntroGraphics/SimpleMSAA_PC12

    https://github.com/microsoft/Xbox-ATG-Samples/tree/master/UWPSamples/IntroGraphics/SimpleMSAA_UWP12

    I also cover this (among other topics) in this blog series.

    Per the comments, you can also find MSAA covered in the DirectX Tool Kit for DX12 tutorials.