Based on what I have learned so far, I have a new summary :
Forward MSAA/Alpha-to-Coverage:
- LBuffer
- Lighting
- Tone Mapping + MS-to-no-MS + Tone Mapping (Compute Shader)
- Post-processing (Compute Shader)
- Tone Mapping + Gamma Correction
- Sprites
Forward non-MSAA/Alpha Blending:
- LBuffer
- Lighting
- Tone Mapping + AA + Tone Mapping (Compute Shader)
- Post-processing (Compute Shader)
- Tone Mapping + Gamma Correction
- Sprites
Deferred:
- LBuffer
- GBuffer
- Lighting (Compute Shader)
- Tone Mapping + AA + Tone Mapping (Compute Shader)
- Post-processing (Compute Shader)
- Tone Mapping + Gamma Correction
- Sprites
RTV back buffer (swap chain):
- Tone Mapping + Gamma Correction
- Sprites
Cost for targets:
- LDR GBuffer
- HDR image/depth buffer (which is multi-sampled for forward MSAA, single-sampled otherwise)
- HDR UAV buffer
- back/depth buffer