Revamping the Post Process Pipeline
By Jordan Calderwood
When I added multi sampling anti aliasing to the project, the frame rate took a predictable hit. The order and complexity of the rendering pipeline also changed as first draw pass needed to be rendered to a texture with multi sampling enabled, and such textures cannot be bound as shader resources for post processing. I needed to resolve the first render to an offscreen shader resource view and begin the post process pass by drawing to a screen space quad textured with that SRV. The whole process added some extra steps and draw passes to the process, but in the end we were able add a few simple effects to the game.
Comments
Post a Comment