[Mesa-dev] [PATCH 2/4] gallium: extend resource_resolve to accommodate BlitFramebuffer

Roland Scheidegger sroland at vmware.com
Mon Jul 25 12:06:40 PDT 2011


> On Mon, Jul 25, 2011 at 7:54 PM, Roland Scheidegger
> <sroland at vmware.com> wrote:
> > You cannot resolve depth and stencil buffers in d3d10/11 and I'm
> > not convinced it even makes a whole lot of sense (especially for
> > the stencil buffer). Some hw will potentially be unable to do this
> > (I don't know how deferred renderers would do that, for example).
> 
> FWIW D3D 10.1 supports multi-sampled depth buffers. I think Radeon HD
> 3000 was the first hardware to be able to do that.

Yes, and the way this is exposed is you can access the individual samples through shaders accessing the buffer, resolve still won't work.

Roland


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