After a render pass the render target contains the color information of a rendered image.
Render targets represent a linear area of display memory and usually resides in the display memory of the display card. Because of this, objects must be recreated when the device is reset.
The explanation self explained quite well. But I have difficulty in understanding them considering the actual hw implementation.
- Could we have one vertex buffer, then set two render target with the same shader. Only difference is one is msaa on and the other is off?
- The vertex buffer could be shared between different render target?
- The GPU pipeline should only be "shared" by different render target, and only the output image are the different place?
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