https://bugs.winehq.org/show_bug.cgi?id=12652
--- Comment #41 from Henri Verbeet hverbeet@gmail.com --- (In reply to comment #39)
In my case Wine's D3D reports up to 16x/32x to the game engine, depending on chosen fb config.
--- snip --- ... 0032:trace:d3d:wined3d_init Initializing adapters. 0032:trace:d3d:wined3d_adapter_init adapter 0x1d9448, ordinal 0. 0032:trace:d3d:wined3d_adapter_init Allocated LUID 00000000:00000400 for adapter 0x1d9448. 0032:trace:d3d:wined3d_caps_gl_ctx_create getting context... 0032:trace:d3d:wined3d_adapter_init_gl_caps adapter 0x1d9448. 0032:trace:d3d:wined3d_adapter_init_gl_caps GL_RENDERER: "GeForce GT 425M/PCIe/SSE2". 0032:trace:d3d:wined3d_adapter_init_gl_caps GL_VENDOR: "NVIDIA Corporation". 0032:trace:d3d:wined3d_adapter_init_gl_caps GL_VERSION: "4.2.0 NVIDIA 304.116". 0032:trace:d3d:wined3d_parse_gl_version Found OpenGL version 4.2. ... 0032:trace:d3d:wined3d_adapter_init_fb_cfgs iPixelFormat=148, iPixelType=0x202b, doubleBuffer=0, RGBA=8/8/8/8, depth=24, stencil=8, samples=16, windowDrawable=1 0032:trace:d3d:wined3d_adapter_init_fb_cfgs iPixelFormat=149, iPixelType=0x202b, doubleBuffer=1, RGBA=8/8/8/0, depth=24, stencil=0, samples=32, windowDrawable=1 ... --- snip ---
That doesn't sound quite right, the fb config sample count is only used in context_choose_pixel_format() for selecting an fb config, it's never passed to the application. We do pass the GL_MAX_SAMPLES limit to the application in wined3d_check_device_multisample_type(), and that one could indeed be larger than 8 on current GPUs.