Target Independent Rasterization under DirectX

Hello,

I have a gbuffer renderer with msaa. I want to be able to create render targets for the gbuffer with 4xmsaa and the depth buffer with 8xmsaa. How this can be achieved under directx?

OpenGL has an extension on nvidia for this:
https://developer.nvidia.com/sites/default/files/akamai/opengl/specs/GL_NV_framebuffer_mixed_samples.txt

It is called target independent rasterization,

One usually wants this to save memory traffic for the gpu.