Options to have MSAA in Tile-Based Deferred Renderer

Hi folks,

I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices:

  1. Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that

  2. Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture.

Which is the proper approach, and are there any examples of how to implement it?

Thanks!

Options to have MSAA in Tile-Based Deferred Renderer
 
 
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