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https://github.com/reactos/wine.git
synced 2024-11-25 20:59:54 +00:00
wined3d: Pass format_desc to getColorBits() and getDepthStencilBits().
This commit is contained in:
parent
a02d801888
commit
dd1f0d9c48
@ -446,7 +446,9 @@ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_hand
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}
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/* This function takes care of WineD3D pixel format selection. */
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static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
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static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc,
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const struct GlPixelFormatDesc *color_format_desc, const struct GlPixelFormatDesc *ds_format_desc,
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BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
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{
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int iPixelFormat=0;
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unsigned int matchtry;
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@ -477,11 +479,13 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DF
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int nCfgs = This->adapter->nCfgs;
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TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
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debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
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debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format),
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auxBuffers, numSamples, pbuffer, findCompatible);
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if (!getColorBits(&This->adapter->gl_info, ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
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if (!getColorBits(color_format_desc, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits))
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{
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ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat);
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ERR("Unable to get color bits for format %s (%#x)!\n",
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debug_d3dformat(color_format_desc->format), color_format_desc->format);
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return 0;
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}
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@ -496,15 +500,14 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DF
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* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
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* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
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* issue needs to be fixed. */
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if(DepthStencilFormat != WINED3DFMT_D24S8)
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if (ds_format_desc->format != WINED3DFMT_D24S8)
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{
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FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
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DepthStencilFormat = WINED3DFMT_D24S8;
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if(DepthStencilFormat) {
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getDepthStencilBits(&This->adapter->gl_info, DepthStencilFormat, &depthBits, &stencilBits);
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ds_format_desc = getFormatDescEntry(WINED3DFMT_D24S8, &This->adapter->gl_info);
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}
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getDepthStencilBits(ds_format_desc, &depthBits, &stencilBits);
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for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
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for(i=0; i<nCfgs; i++) {
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BOOL exactDepthMatch = TRUE;
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@ -615,7 +618,8 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DF
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}
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}
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TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n", iPixelFormat, debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat));
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TRACE("Found iPixelFormat=%d for ColorFormat=%s, DepthStencilFormat=%s\n",
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iPixelFormat, debug_d3dformat(color_format_desc->format), debug_d3dformat(ds_format_desc->format));
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return iPixelFormat;
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}
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@ -646,20 +650,21 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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int iPixelFormat = 0;
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IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
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WINED3DFORMAT StencilBufferFormat = StencilSurface ?
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((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc->format : 0;
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const struct GlPixelFormatDesc *ds_format_desc = StencilSurface
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? ((IWineD3DSurfaceImpl *)StencilSurface)->resource.format_desc
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: getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
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/* Try to find a pixel format with pbuffer support. */
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc->format,
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StencilBufferFormat, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
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ds_format_desc, FALSE /* auxBuffers */, 0 /* numSamples */, TRUE /* PBUFFER */,
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FALSE /* findCompatible */);
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if(!iPixelFormat) {
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TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
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/* For some reason we weren't able to find a format, try to find something instead of crashing.
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* A reason for failure could have been wglChoosePixelFormatARB strictness. */
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc->format,
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StencilBufferFormat, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc_parent, target->resource.format_desc,
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ds_format_desc, FALSE /* auxBuffer */, 0 /* numSamples */, TRUE /* PBUFFER */,
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TRUE /* findCompatible */);
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}
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@ -691,8 +696,9 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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PIXELFORMATDESCRIPTOR pfd;
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int iPixelFormat;
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int res;
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WINED3DFORMAT ColorFormat = target->resource.format_desc->format;
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WINED3DFORMAT DepthStencilFormat = 0;
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const struct GlPixelFormatDesc *color_format_desc = target->resource.format_desc;
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const struct GlPixelFormatDesc *ds_format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN,
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&This->adapter->gl_info);
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BOOL auxBuffers = FALSE;
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int numSamples = 0;
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@ -706,25 +712,25 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
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auxBuffers = TRUE;
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if (target->resource.format_desc->format == WINED3DFMT_X4R4G4B4)
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ColorFormat = WINED3DFMT_A4R4G4B4;
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else if(target->resource.format_desc->format == WINED3DFMT_X8R8G8B8)
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ColorFormat = WINED3DFMT_A8R8G8B8;
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if (color_format_desc->format == WINED3DFMT_X4R4G4B4)
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color_format_desc = getFormatDescEntry(WINED3DFMT_A4R4G4B4, &This->adapter->gl_info);
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else if (color_format_desc->format == WINED3DFMT_X8R8G8B8)
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color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
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}
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/* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C.
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* Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion.
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* The conversion (ab)uses the alpha component for storing the palette index. For this reason we require
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* a format with 8bit alpha, so request A8R8G8B8. */
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if(ColorFormat == WINED3DFMT_P8)
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ColorFormat = WINED3DFMT_A8R8G8B8;
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if (color_format_desc->format == WINED3DFMT_P8)
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color_format_desc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &This->adapter->gl_info);
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/* Retrieve the depth stencil format from the present parameters.
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* The choice of the proper format can give a nice performance boost
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* in case of GPU limited programs. */
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if(pPresentParms->EnableAutoDepthStencil) {
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TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
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DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
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ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
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}
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/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD */
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@ -738,12 +744,14 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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}
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/* Try to find a pixel format which matches our requirements */
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
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auxBuffers, numSamples, FALSE /* PBUFFER */, FALSE /* findCompatible */);
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/* Try to locate a compatible format if we weren't able to find anything */
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if(!iPixelFormat) {
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TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
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iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, color_format_desc, ds_format_desc,
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auxBuffers, 0 /* numSamples */, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
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}
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/* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
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@ -1722,7 +1722,7 @@ static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_I
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return FALSE;
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if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
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if (!getColorBits(gl_info, format_desc->format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
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if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
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{
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ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
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return FALSE;
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@ -1771,7 +1771,7 @@ static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_In
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if(!cfg)
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return FALSE;
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if (!getDepthStencilBits(gl_info, format_desc->format, &depthSize, &stencilSize))
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if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
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{
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ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
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return FALSE;
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@ -1898,7 +1898,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, U
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int i, nCfgs;
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const WineD3D_PixelFormat *cfgs;
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if (!getColorBits(&adapter->gl_info, SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
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if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
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{
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ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
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return WINED3DERR_NOTAVAILABLE;
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@ -2090,10 +2090,8 @@ static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
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short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
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short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
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getColorBits(&adapter->gl_info, adapter_format_desc->format,
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&AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
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getColorBits(&adapter->gl_info, check_format_desc->format,
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&CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
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getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
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getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
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/* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
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* The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
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@ -1571,13 +1571,11 @@ unsigned int count_bits(unsigned int mask)
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/* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
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* The later function requires individual color components. */
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BOOL getColorBits(const WineD3D_GL_Info *gl_info, WINED3DFORMAT fmt,
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BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
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short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
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{
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const struct GlPixelFormatDesc *format_desc;
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TRACE("fmt: %s\n", debug_d3dformat(fmt));
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switch(fmt)
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TRACE("fmt: %s\n", debug_d3dformat(format_desc->format));
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switch(format_desc->format)
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{
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case WINED3DFMT_X8R8G8B8:
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case WINED3DFMT_R8G8B8:
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@ -1594,33 +1592,26 @@ BOOL getColorBits(const WineD3D_GL_Info *gl_info, WINED3DFORMAT fmt,
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case WINED3DFMT_P8:
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break;
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default:
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ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
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ERR("Unsupported format: %s\n", debug_d3dformat(format_desc->format));
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return FALSE;
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}
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format_desc = getFormatDescEntry(fmt, gl_info);
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if (!format_desc)
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{
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ERR("Unable to look up format: 0x%x\n", fmt);
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return FALSE;
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}
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*redSize = count_bits(format_desc->red_mask);
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*greenSize = count_bits(format_desc->green_mask);
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*blueSize = count_bits(format_desc->blue_mask);
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*alphaSize = count_bits(format_desc->alpha_mask);
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*totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
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TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
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TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n",
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*redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(format_desc->format));
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return TRUE;
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}
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/* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
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BOOL getDepthStencilBits(const WineD3D_GL_Info *gl_info, WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
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BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize)
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{
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const struct GlPixelFormatDesc *format_desc;
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TRACE("fmt: %s\n", debug_d3dformat(fmt));
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switch(fmt)
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TRACE("fmt: %s\n", debug_d3dformat(format_desc->format));
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switch(format_desc->format)
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{
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case WINED3DFMT_D16_LOCKABLE:
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case WINED3DFMT_D16_UNORM:
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@ -1633,20 +1624,15 @@ BOOL getDepthStencilBits(const WineD3D_GL_Info *gl_info, WINED3DFORMAT fmt, shor
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case WINED3DFMT_D32F_LOCKABLE:
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break;
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default:
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FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
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FIXME("Unsupported stencil format: %s\n", debug_d3dformat(format_desc->format));
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return FALSE;
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}
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format_desc = getFormatDescEntry(fmt, gl_info);
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if (!format_desc)
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{
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ERR("Unable to look up format: 0x%x\n", fmt);
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return FALSE;
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}
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*depthSize = format_desc->depth_size;
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*stencilSize = format_desc->stencil_size;
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TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
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TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n",
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*depthSize, *stencilSize, debug_d3dformat(format_desc->format));
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return TRUE;
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}
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@ -2090,9 +2090,9 @@ void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int wi
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void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
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void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
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BOOL getColorBits(const WineD3D_GL_Info *gl_info, WINED3DFORMAT fmt,
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BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
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short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
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BOOL getDepthStencilBits(const WineD3D_GL_Info *gl_info, WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
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BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
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/* Math utils */
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void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
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