[PATCH 3/5] wined3d: Add a real implementation of wined3d_check_device_multisample_type().
Henri Verbeet
hverbeet at gmail.com
Tue Dec 15 04:10:15 CST 2015
On 14 December 2015 at 23:37, Matteo Bruni <mbruni at codeweavers.com> wrote:
> diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
> index 70857c9..f798f1d 100644
> --- a/dlls/wined3d/wined3d_private.h
> +++ b/dlls/wined3d/wined3d_private.h
> @@ -185,6 +185,7 @@ void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
> #define MAX_SAMPLER_OBJECTS 16
> #define MAX_SHADER_RESOURCE_VIEWS 128
> #define MAX_VERTEX_BLENDS 4
> +#define MAX_MULTISAMPLE_TYPES 8
>
> struct min_lookup
> {
> @@ -3242,6 +3243,8 @@ struct wined3d_format
> GLint glFormat;
> GLint glType;
> UINT conv_byte_count;
> + GLint multisample_types_count;
> + GLint multisample_types[MAX_MULTISAMPLE_TYPES];
I guess this is easy when initializing the data, but it seems a bit
wasteful. Wouldn't it be nicer to store this as a 32-bit mask?
It would be nice to have some basic tests for d3d10 and d3d11 as well.
(See also ID3D11Device::CheckMultisampleQualityLevels())
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