On 14 December 2015 at 23:37, Matteo Bruni mbruni@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.