Antialiasing
The Durango GPU supports 2x, 4x, and 8x MSAA levels. It also implements a modified type of MSAA known as compressed AA. Compressed AA decouples two notions of sample:
Coverage sample–One of several screenspace positions generated by rasterization of one pixel
Surface sample– One of several entries representing a single pixel in a color or depth/stencil surface
Traditionally, coverage samples and surface samples match up one to one. In standard 4xMSAA, for example, a triangle may cover from zero to four samples of any given pixel, and a depth and a color are recorded for each covered sample.
Under compressed AA, there can be more coverage samples than surface samples. In other words, a triangle may still cover several screenspace locations per pixel, but the GPU does not allocate enough render target space to store a unique depth and color for each location. Hardware logic determines how to combine data from multiple coverage samples. In areas of the screen with extensive subpixel detail, this data reduction process is lossy, but the errors are generally unobjectionable. Compressed AA combines most of the quality benefits of high MSAA levels with the relaxed space requirements of lower MSAA levels.