D3D11 uses 1 as the default sampling level, not 0.

TRAC #22365 Author: Shannon Woods Signed-off-by: Geoff Lang Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1684 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 442cdc19
......@@ -63,7 +63,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
mDepthStencil = NULL;
DXGI_FORMAT requestedFormat = gl_d3d11::ConvertRenderbufferFormat(format);
int supportedSamples = 1; // TODO - Multisample support query
int supportedSamples = 0; // TODO - Multisample support query
if (supportedSamples == -1)
{
......@@ -83,7 +83,7 @@ RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = requestedFormat;
desc.SampleDesc.Count = supportedSamples;
desc.SampleDesc.Count = (supportedSamples == 0 ? 1 : supportedSamples);
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
......
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