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wined3d: Add case 0 to switch statement and fix the fixme.
Screwed up a copy/paste from one of my recent patches. This eliminates the erroneous FIXME for calls to D3DFmtMakeGlCfg() with 0 as the Stencil format. Also, it changes the FIXME to print the correct variable.
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@ -1948,6 +1948,9 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
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}
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if(!alternate){
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switch (StencilBufferFormat) {
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case 0:
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break;
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case WINED3DFMT_D16_LOCKABLE:
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case WINED3DFMT_D16:
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PUSH2(GLX_DEPTH_SIZE, 16);
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@ -1984,12 +1987,15 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
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break;
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default:
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FIXME("Unsupported stencil format: %s\n", debug_d3dformat(BackBufferFormat));
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FIXME("Unsupported stencil format: %s\n", debug_d3dformat(StencilBufferFormat));
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break;
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}
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} else { /* it the device doesn't support the 'exact' format, try to find something close */
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switch (StencilBufferFormat) {
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case 0:
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break;
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case WINED3DFMT_D16_LOCKABLE:
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case WINED3DFMT_D16:
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PUSH2(GLX_DEPTH_SIZE, 1);
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@ -2026,7 +2032,7 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
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break;
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default:
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FIXME("Unsupported stencil format: %s\n", debug_d3dformat(BackBufferFormat));
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FIXME("Unsupported stencil format: %s\n", debug_d3dformat(StencilBufferFormat));
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break;
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}
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}
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