Is multisample anti-aliasing not support in metro app?


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  • Hello,

    The document said:
    you must set the Count member of the DXGI_SAMPLE_DESC structure that the SampleDesc member specifies to one and the Quality member of DXGI_SAMPLE_DESC to zero because multiple sample antialiasing (MSAA) is not supported

    Remarks section.

    Best regards,

    Jesse Jiang [MSFT]
    MSDN Community Support | Feedback to us

    mardi 3 avril 2012 02:35
  • Dear Jesse,

    Thanks for your reply.

    I have read the document and know the MSAA is not support in flip model.

    But I still got DXGI_ERROR_INVALID_CALL when I tried to create swap chain with other mode, like DXGI_SWAP_EFFECT_DISCARD.

    What I want to do is to create a swap chain with MSAA in my metro app. Is there any document can tell me how to enable it?


    mardi 3 avril 2012 02:56
  • Then you can see the error msg: WinRT only support DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL

    C++ DX11

    mardi 3 avril 2012 03:18
  • Dear Raptor,

    Do you mean the Win8 metro app only support DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL?

    So I can't enable MSAA in metro app?

    mardi 3 avril 2012 03:39
  • Yes, I think so.


    see the comment

    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // all Metro style apps must use this SwapEffect

    C++ DX11

    • Marqué comme réponse JanChen mardi 3 avril 2012 04:07
    mardi 3 avril 2012 03:49
  • I think it's for performance reason and maybe the pixel on device is smaller than LCD  :)

    C++ DX11

    mardi 3 avril 2012 03:51
  • Dear Raptor,

    Thank you very much.

    I would like to suggest Microsoft to add this feature because it is very important in games or other DX apps development.

    The resolution of tablet devices is getting higher an higher now. If there is no MSAA support, the 3D game quality would be very bad.

    • Modifié JanChen mardi 3 avril 2012 04:13
    mardi 3 avril 2012 04:13
  • It seems Render To Texture still support MSAA, if u really need it.

    C++ DX11

    mardi 3 avril 2012 05:11
  • It seems Render To Texture still support MSAA, if u really need it.

    C++ DX11

    Can you give a brief overview on how this is accomplished?  Setting the rendertarget texture's SampleDesc.Count to anything other than 1 causes it to crash. 

    Checking the device itself with CheckMultiSampleQualityLevels gives me a result of 1 for every count value, meaning no multisampling... and I have Feature_Level_11 enabled on my device.

    Lee McPherson

    jeudi 7 novembre 2013 00:52
  • This took me forever to find, so I'll leave it here for the next person that is looking for MSAA in Windows Store apps.


    Lee McPherson

    jeudi 7 novembre 2013 02:30