Module: wine
Branch: master
Commit: ec5400b4f815da9215e11f11a43857f44ef0f313
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ec5400b4f815da9215e11f11a…
Author: Roderick Colenbrander <thunderbird2k(a)gmx.net>
Date: Sun Apr 27 17:35:27 2008 +0000
wined3d: Split WGL pixel format selection code off from CreateContext.
---
dlls/wined3d/context.c | 162 +++++++++++++++++++++++++++++++-----------------
1 files changed, 106 insertions(+), 56 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 1fb65ae..79ea74c 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -110,6 +110,91 @@ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_hand
return This->contexts[This->numContexts - 1];
}
+/* This function takes care of WineD3D pixel format selection. */
+static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, BOOL pbuffer, BOOL findCompatible)
+{
+ int iPixelFormat = 0;
+ int attribs[256];
+ int nAttribs = 0;
+ unsigned int nFormats;
+ short redBits, greenBits, blueBits, alphaBits, colorBits;
+ short depthBits=0, stencilBits=0;
+ BOOL result = FALSE;
+
+#define PUSH1(att) attribs[nAttribs++] = (att);
+#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
+
+ if(getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
+ PUSH2(WGL_COLOR_BITS_ARB, colorBits);
+ PUSH2(WGL_RED_BITS_ARB, redBits);
+ PUSH2(WGL_GREEN_BITS_ARB, greenBits);
+ PUSH2(WGL_BLUE_BITS_ARB, blueBits);
+ PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
+ } else {
+ ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
+ return 0;
+ }
+
+ /* Request depth/stencil when we need it */
+ if(DepthStencilFormat && getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits)) {
+ PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
+ PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
+ }
+
+ PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
+ PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE);
+ PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
+
+ if(auxBuffers) {
+ TRACE("Requesting 2 aux buffers\n");
+ /* We like to have two aux buffers in backbuffer mode */
+ PUSH2(WGL_AUX_BUFFERS_ARB, 2);
+
+ PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
+ PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
+ } else if(pbuffer) {
+ PUSH2(WGL_DRAW_TO_PBUFFER_ARB, GL_TRUE); /* We need pbuffer support; doublebuffering isn't needed */
+ } else {
+ PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
+ PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
+ }
+
+ PUSH1(0); /* end the list */
+
+#undef PUSH1
+#undef PUSH2
+
+ result = GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats));
+ if(!result && !findCompatible) {
+ ERR("Can't find a suitable iPixelFormat\n");
+ return FALSE;
+ } else {
+ PIXELFORMATDESCRIPTOR pfd;
+
+ TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
+ /* PixelFormat selection */
+ ZeroMemory(&pfd, sizeof(pfd));
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+ pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.cAlphaBits = alphaBits;
+ pfd.cColorBits = colorBits;
+ pfd.cDepthBits = depthBits;
+ pfd.cStencilBits = stencilBits;
+ pfd.iLayerType = PFD_MAIN_PLANE;
+
+ iPixelFormat = ChoosePixelFormat(hdc, &pfd);
+ if(!iPixelFormat) {
+ /* If this happens something is very wrong as ChoosePixelFormat barely fails */
+ ERR("Can't find a suitable iPixelFormat\n");
+ return FALSE;
+ }
+ }
+
+ return iPixelFormat;
+}
+
/*****************************************************************************
* CreateContext
*
@@ -205,13 +290,10 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
} else {
PIXELFORMATDESCRIPTOR pfd;
int iPixelFormat;
- short redBits, greenBits, blueBits, alphaBits, colorBits;
- short depthBits=0, stencilBits=0;
int res;
- int attribs[256];
- int nAttribs = 0;
- unsigned int nFormats;
- WINED3DFORMAT fmt = target->resource.format;
+ WINED3DFORMAT ColorFormat = target->resource.format;
+ WINED3DFORMAT DepthStencilFormat = 0;
+ BOOL auxBuffers = FALSE;
hdc = GetDC(win_handle);
if(hdc == NULL) {
@@ -219,76 +301,44 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
goto out;
}
- /* PixelFormat selection */
- PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
- PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
- PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
- PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE);
- PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */
-
/* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */
if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
+ auxBuffers = TRUE;
+
if(target->resource.format == WINED3DFMT_X4R4G4B4)
- fmt = WINED3DFMT_A4R4G4B4;
+ ColorFormat = WINED3DFMT_A4R4G4B4;
else if(target->resource.format == WINED3DFMT_X8R8G8B8)
- fmt = WINED3DFMT_A8R8G8B8;
-
- /* We like to have two aux buffers in backbuffer mode */
- PUSH2(WGL_AUX_BUFFERS_ARB, 2);
+ ColorFormat = WINED3DFMT_A8R8G8B8;
}
/* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
* Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
* The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
* a format with 8bit alpha, so request A8R8G8B8. */
- if(fmt == WINED3DFMT_P8)
- fmt = WINED3DFMT_A8R8G8B8;
-
- if(!getColorBits(fmt, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
- ERR("Unable to get color bits for format %#x!\n", target->resource.format);
- return FALSE;
- }
- PUSH2(WGL_COLOR_BITS_ARB, colorBits);
- PUSH2(WGL_RED_BITS_ARB, redBits);
- PUSH2(WGL_GREEN_BITS_ARB, greenBits);
- PUSH2(WGL_BLUE_BITS_ARB, blueBits);
- PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
+ if(ColorFormat == WINED3DFMT_P8)
+ ColorFormat = WINED3DFMT_A8R8G8B8;
/* Retrieve the depth stencil format from the present parameters.
* The choice of the proper format can give a nice performance boost
* in case of GPU limited programs. */
if(pPresentParms->EnableAutoDepthStencil) {
TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
- if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
- ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
- return FALSE;
- }
- PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
- PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
+ DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
}
- PUSH1(0); /* end the list */
+ /* Try to find a pixel format which matches our requirements */
+ iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, FALSE /* PBUFFER */, FALSE /* findCompatible */);
- /* In case of failure hope that standard ChoosePixelFormat will find something suitable */
- if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
- {
- /* PixelFormat selection */
- ZeroMemory(&pfd, sizeof(pfd));
- pfd.nSize = sizeof(pfd);
- pfd.nVersion = 1;
- pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
- pfd.iPixelType = PFD_TYPE_RGBA;
- pfd.cAlphaBits = alphaBits;
- pfd.cColorBits = colorBits;
- pfd.cDepthBits = depthBits;
- pfd.cStencilBits = stencilBits;
- pfd.iLayerType = PFD_MAIN_PLANE;
+ /* Try to locate a compatible format if we weren't able to find anything */
+ if(!iPixelFormat) {
+ TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
+ iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
+ }
- iPixelFormat = ChoosePixelFormat(hdc, &pfd);
- if(!iPixelFormat) {
- /* If this happens something is very wrong as ChoosePixelFormat barely fails */
- ERR("Can't find a suitable iPixelFormat\n");
- }
+ /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
+ if(!iPixelFormat) {
+ ERR("Can't find a suitable iPixelFormat\n");
+ return FALSE;
}
DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);