Module: wine Branch: master Commit: ec3d2ba316994dec3d19337afab00062eef7d829 URL: http://source.winehq.org/git/wine.git/?a=commit;h=ec3d2ba316994dec3d19337afa...
Author: Stefan Dösinger stefan@codeweavers.com Date: Fri Apr 30 16:44:29 2010 +0200
wined3d: Fall back to other depth stencil formats if D24S8 isn't supported.
---
dlls/wined3d/swapchain.c | 27 ++++++++++++++++++++++----- 1 files changed, 22 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c index 25c04b1..b5d2d70 100644 --- a/dlls/wined3d/swapchain.c +++ b/dlls/wined3d/swapchain.c @@ -802,6 +802,15 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
if (surface_type == SURFACE_OPENGL) { + WINED3DFORMAT formats[] = + { + WINED3DFMT_D24_UNORM_S8_UINT, + WINED3DFMT_D32_UNORM, + WINED3DFMT_R24_UNORM_X8_TYPELESS, + WINED3DFMT_D16_UNORM, + WINED3DFMT_S1_UINT_D15_UNORM + }; + const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate. @@ -815,19 +824,27 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface * Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the * time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this * issue needs to be fixed. */ - if (!present_parameters->EnableAutoDepthStencil - || swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT) + for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++) { - FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n"); + swapchain->ds_format = getFormatDescEntry(formats[i], gl_info); + swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format); + if (swapchain->context[0]) break; + TRACE("Depth stencil format %s is not supported, trying next format\n", + debug_d3dformat(formats[i])); } - swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info); - swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format); + if (!swapchain->context[0]) { WARN("Failed to create context.\n"); hr = WINED3DERR_NOTAVAILABLE; goto err; } + + if (!present_parameters->EnableAutoDepthStencil + || swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->format) + { + FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n"); + } context_release(swapchain->context[0]); } else