Multiple render target (MRT) is a type ProgramRendering multiple render targets simultaneously in a single frame, that is, drawing different information into multiple surfaces at a time. It is an important part of using pixel shader to implement the post-process effect.
For example, in the last pixel motion blur, the original image color and the moving speed of the pixel are returned in a single frame rendering, the data width that exceeds the performance of a single surface is rendered to another surface through the multiple render target. With the support of the multiple render target, we can return more data in pixel shader.
However, there are many restrictions on multiple render target. I have never tried it before, and I don't know much about it. The documents translated from DirectX below will have more opportunities in the future, and I will update them in real time:
● All render targets in the multiple render target must have the same bit width (for example, 32 bits) but different formats (for example, 32 bits can also use d3dfmt_a8r8g8b8 or d3dfmt_g16r16f ), however, DX allows us to set the d3dpmisccaps_mrtindependentbitdepths representation so that the render target can have different bit widths.
● All render targets in the multiple render target should have the same width and height.
● Anti-aliasing is not supported.
There are also two notes about the post-pixel shader operation and the flag d3drs_colorwriteenable. The situation is special. Please query the DX document if necessary.
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