Dolphin, the GameCube and Wii emulator - Forums

Full Version: Antialiasing cause Dolphin crash instantly
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We need depth buffers to be able to be bound as shader resources, which is not possible on 10.0 level hardware IF msaa is enabled.
Also, we can't just multisample the color buffer, because the depth and color buffer need to use the same sample count.
(11-30-2010, 02:19 AM)NaturalViolence Wrote: [ -> ]Not sure how dolphin is doing it since the definition of multisampling varies depending on the api but with d3d pc games msaa works with dx10 but dx10.1 has a "better" (faster) way of implementing it.

THAT as well, but it's not related to the core issue.
However, it's true that we also need to use some dx10.1 (SM 4.1) features to improve the way we're using the texture samples. Right now it's quite blocky still, but by querying the sample position you can improve that a lot.
Quote:which is not possible on 10.0 level hardware IF msaa is enabled

How can that not be possible? That's the only part of your post that does not make sense to me. The rest is a perfect easy to understand explanation (which I thank you for).

Quote:Right now it's quite blocky

What do you mean "blocky"?
You just CAN'T do it on D3D 10.0. The CreateTexture2D call will just fail and the debug runtime will complain about D3D 10.0 not supporting such textures.
Well I guess what I meant to say was "why is it not possible?". But you answered that
Quote:The CreateTexture2D call will just fail and the debug runtime will complain about D3D 10.0 not supporting such textures.

so thanks as always. Now get back to work! Tongue
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