diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index 4b4209a..e022e19 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -4414,6 +4414,8 @@ HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3 gl_info = &wined3d->adapters[adapter_idx].gl_info; + /* FIXME: Make use of ARB_internalformat_query2 NUM_SAMPLE_COUNTS and + * SAMPLES queries to give sensible results. */ if (multisample_type > gl_info->limits.samples) { TRACE("Returning not supported.\n"); @@ -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; } diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index f8a1ba1..70c856e 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -2887,7 +2887,7 @@ static void surface_prepare_rb(struct wined3d_surface *surface, const struct win * AMD has a similar feature called Enhanced Quality Anti-Aliasing (EQAA), * but it does not have an equivalent OpenGL extension. */ if (surface->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE) - samples = surface->resource.multisample_quality; + samples = 1 << (surface->resource.multisample_quality + 1); else samples = surface->resource.multisample_type;