Have d3d8 and d3d9 enable it on startup and reset.
Signed-off-by: Chip Davis cdavis@codeweavers.com --- dlls/d3d8/device.c | 2 ++ dlls/d3d9/device.c | 2 ++ dlls/wined3d/stateblock.c | 2 +- 3 files changed, 5 insertions(+), 1 deletion(-)
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c index e123502dab6..32ba5c2c1ba 100644 --- a/dlls/d3d8/device.c +++ b/dlls/d3d8/device.c @@ -984,6 +984,7 @@ static HRESULT WINAPI d3d8_device_Reset(IDirect3DDevice8 *iface, wined3d_stateblock_set_render_state(device->state, WINED3D_RS_POINTSIZE_MIN, 0); wined3d_stateblock_set_render_state(device->state, WINED3D_RS_ZENABLE, !!swapchain_desc.enable_auto_depth_stencil); + wined3d_stateblock_set_render_state(device->state, WINED3D_RS_MULTISAMPLEANTIALIAS, TRUE); device_reset_viewport_state(device); device->device_state = D3D8_DEVICE_STATE_OK; } @@ -3819,6 +3820,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine wined3d_stateblock_set_render_state(device->state, WINED3D_RS_ZENABLE, !!swapchain_desc.enable_auto_depth_stencil); wined3d_stateblock_set_render_state(device->state, WINED3D_RS_POINTSIZE_MIN, 0); + wined3d_stateblock_set_render_state(device->state, WINED3D_RS_MULTISAMPLEANTIALIAS, TRUE); device_reset_viewport_state(device); wined3d_mutex_unlock();
diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c index 61aee971a1d..5c5e45e6ff9 100644 --- a/dlls/d3d9/device.c +++ b/dlls/d3d9/device.c @@ -1099,6 +1099,7 @@ static HRESULT d3d9_device_reset(struct d3d9_device *device, device->auto_mipmaps = 0; wined3d_stateblock_set_render_state(device->state, WINED3D_RS_ZENABLE, !!swapchain_desc.enable_auto_depth_stencil); + wined3d_stateblock_set_render_state(device->state, WINED3D_RS_MULTISAMPLEANTIALIAS, TRUE); device_reset_viewport_state(device); }
@@ -4791,6 +4792,7 @@ HRESULT device_init(struct d3d9_device *device, struct d3d9 *parent, struct wine
wined3d_stateblock_set_render_state(device->state, WINED3D_RS_ZENABLE, !!swapchain_desc->enable_auto_depth_stencil); + wined3d_stateblock_set_render_state(device->state, WINED3D_RS_MULTISAMPLEANTIALIAS, TRUE); device_reset_viewport_state(device);
if (FAILED(hr = d3d9_device_get_swapchains(device))) diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index 7e97c84c19e..001a9b6debd 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -1709,7 +1709,7 @@ static void init_default_render_states(DWORD rs[WINEHIGHEST_RENDER_STATE + 1], c rs[WINED3D_RS_POINTSCALE_B] = tmpfloat.d; tmpfloat.f = 0.0f; rs[WINED3D_RS_POINTSCALE_C] = tmpfloat.d; - rs[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE; + rs[WINED3D_RS_MULTISAMPLEANTIALIAS] = FALSE; rs[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff; rs[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE; tmpfloat.f = 1.0f;