title: Multisampling (MSAA) for DirectX11/DirectX10 with D3DImage shared resource
body: <p>I am trying to get MSAA in DX11 using D3DImage, but is seems, it is not possible, since shared multisampling texture are not allowed, as stated here: <a href="http://msdn.microsoft.com/en-us/library/windows/desktop/ff476531(v=vs.85).aspx" rel="nofollow noreferrer">http://msdn.microsoft.com/en-us/library/windows/desktop/ff476531(v=vs.85).aspx</a></p>
  
  <p>Actually, I use the SharpDX implementation of the D3DImage, which works fine for DX11 and DX10 as long one can leave without anti alisasing. </p>
  
  <p>Approaches to solve it are described in this thread: <a href="http://sharpdx.org/forum/5-api-usage/1000-d3d11-problem-with-usage-of-texture2d" rel="nofollow noreferrer">http://sharpdx.org/forum/5-api-usage/1000-d3d11-problem-with-usage-of-texture2d</a> which are not successful. There is yet another thread asking a similar question: <a href="https://stackoverflow.com/questions/10018230/multisampling-and-direct3d10-d3dimage-interop">Multisampling and Direct3D10 / D3DImage interop</a></p>
  
  <p>Finally, the question is in fact, if anyone can confirm, that it is <em>definitly NOT possible</em> to use D3DImage for rendering of anti-aliased content from DX10/DX11?</p>