In an application I try to use multisampling for anti-aliasing on some simple 2D geometry. It was developed originally on Windows XP where I had no problem enabling multisampling for my DirectX device and for any additional swap chains. Now, on Windows 7 the multisampling feature seems to not work at all.
I've extracted a very short example code, that does nothing but displaying a triangle. When I run the program on Windows XP, the edge is anti-aliased, but on Windows 7 it isn't.
void testDX() {
struct CustomVertex {
FLOAT x, y, z, rhw;
DWORD color;
};
CustomVertex vertices[] = {
{0.0f, 0.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),},
{700.0f, 500.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),},
{0.0f, 500.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(255, 0, 0),},
};
HRESULT hr;
DXWindow window;
window.New(GetDesktopWindow(), "Main Window", 0, 0, 800, 600);
IDirect3D9Ptr d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof d3dpp);
d3dpp.Flags = (D3DPRESENTFLAG_VIDEO | D3DPRESENTFLAG_DEVICECLIP) & ~D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
d3dpp.Windowed = TRUE;
d3dpp.hDeviceWindow = window.GetHandle();
d3dpp.BackBufferWidth = 800;
d3dpp.BackBufferHeight = 600;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONMASKABLE;
d3dpp.MultiSampleQuality = 7;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
//d3dpp.BackBufferFormat = m_d3ddm.Format;
d3dpp.BackBufferCount = 0;
//d3dpp.EnableAutoDepthStencil = TRUE;
//d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // D3DFMT_D24X8;
IDirect3DDevice9Ptr device;
hr = d3d->CreateDevice(0, D3DDEVTYPE_HAL, window.GetHandle(), D3DCREATE_FPU_PRESERVE | D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &device);
IDirect3DSwapChain9Ptr swapChain;
hr = device->GetSwapChain(0, &swapChain);
hr = device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
while (!window.ShouldQuit()) {
Sleep(50);
IDirect3DSurface9Ptr targetSurface;
hr = swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &targetSurface);
hr = device->SetRenderTarget(0, targetSurface);
hr = device->Clear(0, 0, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0, 0, 0), 1.0f, 0);
hr = device->BeginScene();
hr = device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 1, vertices, sizeof CustomVertex);
hr = device->EndScene();
hr = swapChain->Present(0, 0, (HWND)0, 0, D3DPRESENT_DONOTWAIT);
}
}
I tried to compare the code with the AntiAlias sample that Microsoft ships with its DirectX SDK. And while the anti-aliasing effect works in the example code, I could not find any significant difference (however, the program flow is not very intuitive).
My question is, why does anti-aliasing via multisampling work on Windows XP but not on Windows 7 and what can I do to fix this?