Re: [PATCH 3/5] wined3d: Add a real implementation of wined3d_check_device_multisample_type().
On 14 December 2015 at 23:37, Matteo Bruni <mbruni(a)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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Henri Verbeet