GSDx: Disable MSAA if all checks failed. Also, prefer normal 32 bit depth to lockable 32 bit depth on D3D9. I was anticipating a use for locking but further examination of the code revealed that to be impractical.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4099 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
sudonim1 2010-12-17 01:32:40 +00:00
parent b39546fe81
commit 375a766cf1
2 changed files with 9 additions and 3 deletions

View File

@ -229,6 +229,9 @@ bool GSDevice11::Create(GSWnd* wnd)
}
}
if (m_msaa_desc.Count == 1)
m_msaa = 0;
// convert
D3D11_INPUT_ELEMENT_DESC il_convert[] =

View File

@ -91,10 +91,10 @@ bool GSDevice9::Create(GSWnd* wnd)
if(!m_d3d) return false;
if (TestDepthFormat(m_d3d, D3DFMT_D32F_LOCKABLE))
m_depth_format = D3DFMT_D32F_LOCKABLE;
else if (TestDepthFormat(m_d3d, D3DFMT_D32))
if (TestDepthFormat(m_d3d, D3DFMT_D32))
m_depth_format = D3DFMT_D32;
else if (TestDepthFormat(m_d3d, D3DFMT_D32F_LOCKABLE))
m_depth_format = D3DFMT_D32F_LOCKABLE;
else if (TestDepthFormat(m_d3d, D3DFMT_D24S8))
m_depth_format = D3DFMT_D24S8;
else
@ -155,6 +155,9 @@ bool GSDevice9::Create(GSWnd* wnd)
}
}
if (m_msaa_desc.Count == 1)
m_msaa = 0;
//
if(!Reset(1, 1))