[PATCH 2/5] wined3d: Limit the number of multisample levels reported by wined3d_check_device_multisample_type().

Henri Verbeet hverbeet at gmail.com
Tue Dec 15 04:10:02 CST 2015


On 14 December 2015 at 23:37, Matteo Bruni <mbruni at codeweavers.com> wrote:
> @@ -4426,7 +4428,7 @@ HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3
>      if (quality_levels)
>      {
>          if (multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
> -            *quality_levels = gl_info->limits.samples;
> +            *quality_levels = wined3d_log2i(gl_info->limits.samples);
>          else
>              *quality_levels = 1;
>      }
I'm not sure this really makes sense. It may make sense to limit the
number of non-maskable quality levels to 8, similar to how we limit
e.g. shader constants and render targets for d3d9, although that would
need a test and a comment. I don't see how you can justify the
wined3d_log2i().

As an aside, note that we don't actually support maskable
multi-sampling and would need ARB_texture_multisample for that,
although applications don't seem to do a lot of masking in practice.
D3d10+ only has maskable multi-sampling.



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