Module: wine
Branch: master
Commit: 0af52d2ac47dd9397ad03c0c0ce683b8bb91227a
URL: http://source.winehq.org/git/wine.git/?a=commit;h=0af52d2ac47dd9397ad03c0c0…
Author: Stefan Dösinger <stefandoesinger(a)gmx.at>
Date: Sat Sep 1 19:57:25 2007 +0200
wined3d: Disable some volume texture formats.
---
dlls/wined3d/directx.c | 54 ++++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 54 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index e77a237..c6f4ed0 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1487,6 +1487,60 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
}
}
+ if(RType == WINED3DRTYPE_VOLUMETEXTURE) {
+ if(!GL_SUPPORT(EXT_TEXTURE3D)) {
+ TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
+ /* Filter formats that need conversion; For one part, this conversion is unimplemented,
+ * and volume textures are huge, so it would be a big performance hit. Unless we hit an
+ * app needing one of those formats, don't advertize them to avoid leading apps into
+ * temptation. The windows drivers don't support most of those formats on volumes anyway,
+ * except of R32F.
+ */
+ switch(CheckFormat) {
+ case WINED3DFMT_P8:
+ case WINED3DFMT_A4L4:
+ case WINED3DFMT_R32F:
+ case WINED3DFMT_R16F:
+ case WINED3DFMT_X8L8V8U8:
+ case WINED3DFMT_L6V5U5:
+ TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
+ return WINED3DERR_NOTAVAILABLE;
+
+ case WINED3DFMT_Q8W8V8U8:
+ case WINED3DFMT_V16U16:
+ if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
+ TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
+ break;
+
+ case WINED3DFMT_V8U8:
+ if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
+ TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
+ break;
+
+ case WINED3DFMT_DXT1:
+ case WINED3DFMT_DXT2:
+ case WINED3DFMT_DXT3:
+ case WINED3DFMT_DXT4:
+ case WINED3DFMT_DXT5:
+ /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
+ * compressed texture results in an error. While the D3D refrast does
+ * support s3tc volumes, at least the nvidia windows driver does not, so
+ * we're free not to support this format.
+ */
+ TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
+ return WINED3DERR_NOTAVAILABLE;
+
+ default:
+ /* Do nothing, continue with checking the format below */
+ break;
+ }
+ }
/* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
* See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c…
* and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c… */