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wined3d: Add a classic WGL pixel format backend as not all OpenGL implementations support WGL_ARB_pixel_format.
This should help for instance VirtualBox.
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9181ddcd16
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4544efc972
@ -4301,13 +4301,9 @@ BOOL InitAdapters(IWineD3DImpl *This)
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struct WineD3DAdapter *adapter = &This->adapters[0];
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const WineD3D_GL_Info *gl_info = &adapter->gl_info;
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int iPixelFormat;
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int attribs[10];
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int values[10];
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int nAttribs = 0;
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int res;
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int i;
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WineD3D_PixelFormat *cfgs;
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int attribute;
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DISPLAY_DEVICEW DisplayDevice;
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HDC hdc;
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@ -4359,66 +4355,128 @@ BOOL InitAdapters(IWineD3DImpl *This)
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TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
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strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
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attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
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GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
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adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
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cfgs = adapter->cfgs;
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attribs[nAttribs++] = WGL_RED_BITS_ARB;
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attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
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attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
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attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
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attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
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attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
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attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
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attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
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attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
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attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
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for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
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if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
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{
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res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
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int attribute;
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int attribs[10];
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int values[10];
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int nAttribs = 0;
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if(!res)
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continue;
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attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
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GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
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/* Cache the pixel format */
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cfgs->iPixelFormat = iPixelFormat;
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cfgs->redSize = values[0];
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cfgs->greenSize = values[1];
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cfgs->blueSize = values[2];
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cfgs->alphaSize = values[3];
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cfgs->depthSize = values[4];
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cfgs->stencilSize = values[5];
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cfgs->windowDrawable = values[6];
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cfgs->iPixelType = values[7];
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cfgs->doubleBuffer = values[8];
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cfgs->auxBuffers = values[9];
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adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
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cfgs = adapter->cfgs;
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attribs[nAttribs++] = WGL_RED_BITS_ARB;
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attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
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attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
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attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
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attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
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attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
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attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
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attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
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attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
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attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
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cfgs->pbufferDrawable = FALSE;
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/* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
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if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
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int attrib = WGL_DRAW_TO_PBUFFER_ARB;
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int value;
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if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
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cfgs->pbufferDrawable = value;
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}
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for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
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{
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res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
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cfgs->numSamples = 0;
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/* Check multisample support */
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if(GL_SUPPORT(ARB_MULTISAMPLE)) {
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int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
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int value[2];
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if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
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/* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
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* value[1] = number of multi sample buffers*/
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if(value[0])
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cfgs->numSamples = value[1];
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if(!res)
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continue;
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/* Cache the pixel format */
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cfgs->iPixelFormat = iPixelFormat;
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cfgs->redSize = values[0];
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cfgs->greenSize = values[1];
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cfgs->blueSize = values[2];
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cfgs->alphaSize = values[3];
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cfgs->depthSize = values[4];
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cfgs->stencilSize = values[5];
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cfgs->windowDrawable = values[6];
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cfgs->iPixelType = values[7];
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cfgs->doubleBuffer = values[8];
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cfgs->auxBuffers = values[9];
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cfgs->pbufferDrawable = FALSE;
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/* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
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if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
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int attrib = WGL_DRAW_TO_PBUFFER_ARB;
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int value;
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if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
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cfgs->pbufferDrawable = value;
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}
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cfgs->numSamples = 0;
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/* Check multisample support */
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if(GL_SUPPORT(ARB_MULTISAMPLE)) {
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int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
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int value[2];
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if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
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/* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
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* value[1] = number of multi sample buffers*/
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if(value[0])
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cfgs->numSamples = value[1];
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}
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}
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TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
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cfgs++;
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}
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}
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else
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{
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int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
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adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
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adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
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cfgs = adapter->cfgs;
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for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
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{
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PIXELFORMATDESCRIPTOR ppfd;
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res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
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if(!res)
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continue;
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/* We only want HW acceleration using an OpenGL ICD driver.
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* PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
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* PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
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*/
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if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
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{
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TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
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continue;
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}
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cfgs->iPixelFormat = iPixelFormat;
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cfgs->redSize = ppfd.cRedBits;
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cfgs->greenSize = ppfd.cGreenBits;
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cfgs->blueSize = ppfd.cBlueBits;
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cfgs->alphaSize = ppfd.cAlphaBits;
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cfgs->depthSize = ppfd.cDepthBits;
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cfgs->stencilSize = ppfd.cStencilBits;
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cfgs->pbufferDrawable = 0;
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cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
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cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
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cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
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cfgs->auxBuffers = ppfd.cAuxBuffers;
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cfgs->numSamples = 0;
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TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
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cfgs++;
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adapter->nCfgs++;
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}
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TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
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cfgs++;
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/* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
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if(!adapter->nCfgs)
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{
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ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
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WineD3D_ReleaseFakeGLContext();
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HeapFree(GetProcessHeap(), 0, adapter->cfgs);
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goto nogl_adapter;
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}
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}
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/* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
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