Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17825

Deferred MSAA

$
0
0
MSAA is not trivially supported for deferred rendering as is the case for forward rendering. I do not want multi sampling in my deferred parts. On the other hand, I still want to use multi sampling in my forward parts. Below, the deferred -> forward connection is problematic since the depth buffer for deferred is a TEXTURE2D and for forward is a TEXTURE2DMS, and both depth buffers are not independent. Furthermore, I want AA for all models in the end (not only the cheap emissive and transparent models). GBuffer packing (opaque_models) -> GBuffer unpacking (opaque_models) -> Forward (emissive_models) -> Forward(transparent_models) -> Forward (sprites) So what if SV_COVERAGE is stored as well in the GBuffer packing phase? If I output the stored SV_COVERAGE in the GBuffer unpacking phase instead of the generated one (for the quad) and use a multi-sampling RTV, I have deferred MSAA right? Or am I missing something? Furthermore, I could output my own SV_DEPTH as well to solve the TEXTURE2D <> TEXTURE2DMS problem?

Viewing all articles
Browse latest Browse all 17825

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>