Options to have MSAA in Tile-Based Deferred Renderer

Hi folks,

I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices:

  1. Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that

  2. Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture.

Which is the proper approach, and are there any examples of how to implement it?

Thanks!