From: Henri Verbeet Subject: Re: [PATCH v2 3/5] d3d9: Handle multisample depth resolve in d3d9_device_SetRenderState(). Message-Id: Date: Thu, 12 Dec 2019 17:14:27 +0330 In-Reply-To: <20191211034354.809085-3-z.figura12@gmail.com> References: <20191211034354.809085-1-z.figura12@gmail.com> <20191211034354.809085-3-z.figura12@gmail.com> On Wed, 11 Dec 2019 at 07:16, Zebediah Figura wrote: > @@ -289,8 +289,18 @@ static HRESULT WINAPI d3d9_CheckDeviceFormat(IDirect3D9Ex *iface, UINT adapter, > } > > wined3d_mutex_lock(); > - hr = wined3d_check_device_format(d3d9->wined3d, adapter, device_type, wined3dformat_from_d3dformat(adapter_format), > - usage, bind_flags, wined3d_rtype, wined3dformat_from_d3dformat(format)); > + if ((enum wined3d_format_id)format == WINED3DFMT_RESZ) > + { > + DWORD levels; > + hr = wined3d_check_device_multisample_type(d3d9->wined3d, adapter, device_type, > + WINED3DFMT_D24_UNORM_S8_UINT, FALSE, WINED3D_MULTISAMPLE_NONE, &levels); Did you intend to use WINED3D_MULTISAMPLE_NON_MASKABLE here? It seems a little superfluous to export wined3d_device_resolve_depth_buffer(); the implementation on top of wined3d_device_resolve_sub_resource() wasn't that complicated.