-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1
Hi,
Do you know a game that needs these formats? Is there a d3d9 game that actually locks the depth buffer? Do Windows drivers support these formats?
Am 2015-04-16 um 09:37 schrieb Sergey Isakov:
case WINED3DFMT_D32_LOCKABLE: return D3DFMT_D32_LOCKABLE;
case WINED3DFMT_S8_LOCKABLE: return D3DFMT_S8_LOCKABLE;
WINED3DFMT_D32_LOCKABLE doesn't exist yet. Your patches are in the wrong order.
diff --git a/dlls/d3d9/tests/device.c b/dlls/d3d9/tests/device.c index 174fc13..6934528 100644 --- a/dlls/d3d9/tests/device.c +++ b/dlls/d3d9/tests/device.c @@ -2199,6 +2199,8 @@ static void test_display_modes(void) TEST_FMT(D3DFMT_R8G8_B8G8, D3DERR_INVALIDCALL);
TEST_FMT(D3DFMT_D16_LOCKABLE, D3DERR_INVALIDCALL);
- TEST_FMT(D3DFMT_D32_LOCKABLE, D3DERR_INVALIDCALL);
- TEST_FMT(D3DFMT_S8_LOCKABLE, D3DERR_INVALIDCALL);
Please add a test that actually uses the format and locks them. It's ok if parts of the test (those that depend on depth transfers to / from system memory) are marked todo since wined3d doesn't handle depth locking at all.
- /* d3d9ex formats */
- /* Z-Stencil formats valid for CPU access */
- D3DFMT_D32_LOCKABLE = 84,
The second comment is misaligned and I don't think these comments add much information.
- // s10e5 formats (16-bits per channel)
This is an unrelated change. C++ comments ("//") are not allowed in Wine as our sources are plain C.
- // Monochrome 1 bit per pixel format
- D3DFMT_A1 = 118,
- // 2.8 biased fixed point
- D3DFMT_A2B10G10R10_XR_BIAS = 119,
- // Binary format indicating that the data has no inherent type
- D3DFMT_BINARYBUFFER = 199,
Adding those is OK, but should be in a separate patch.