[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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