Forums - Multisampling resolve fails when using MRTs on Windows Phone 8

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Multisampling resolve fails when using MRTs on Windows Phone 8
RelativeGames
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Join Date: 16 Apr 13
Posts: 56
Posted: Sun, 2013-11-17 12:06

 

I just tested Multisampling(4x) resolves when using Multiple Render Targets on a Nokia Lumia 920 under Windows Phone 8(D3D_FEATURE_LEVEL_9_3) and I get all sorts of square tiles on my screen. I used 2 RGBA8 RTs so nothing fancy like RGBA16F. What's up with that ? The feature works flawless on the emulator with software rendering and on an AMD Desktop GPU with D3D_FEATURE_LEVEL_9_3.

UPDATE: Just in case you're thinking I'm weird and asking what I was trying to achieve with this, it's simple, I was trying to get an accessible depth texture. Since you can't bind a texture as depth stencil AND as a resource in 9_3, the only way to resolve depth is to use a secondary render target. So any depth based effects on 9_3 would need this. As a quality improvement I was trying to add multisampling too when this popped.

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mhfeldma Moderator
Join Date: 29 Nov 12
Posts: 310
Posted: Fri, 2013-11-22 07:54

Hi...  Hoping you could provide us with a test app that can demonstrate the problem.

Also can you verify that you haven't bound a single sample depth buffer with a multi-sampled rendered target?

 

 

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