The post-processing scheme I have implemented renders the scene to a texture so that I can pass the rendered image to an HLSL pixel shader. Unfortunately, it seems that D3D Textures used as RTs do not support multisampling. I would really like to have multisampling enabled on my rendered scene (not just simulate it with a "blurring" post process shader).
I would love to hear any thoughts on this situation.
Thanks in advance.

PostProcess with MultiSampling
Fredrik Melin
In Direct3D9, you will need to perform a downsample of the multisample rendertarget into a non-multisampled texture in order to read it into the shader.
See IDirect3DDevice9::StretchRect for instructions.
In Direct3D10, you can bind the multisampled rendertarget as a texture and read the individual multisamples in the shader (although this functionality is not yet available in the Direct3D10 December 2005 Tech Preview).
-Sam
Sam Z. Glassenberg