wined3d: Improve pixelformat selection code.

This commit is contained in:
Roderick Colenbrander 2007-08-25 00:18:54 +02:00 committed by Alexandre Julliard
parent 3084081519
commit 318f606869
1 changed files with 48 additions and 28 deletions

View File

@ -131,6 +131,8 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
#define PUSH1(att) attribs[nAttribs++] = (att);
#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
if(create_pbuffer) {
HDC hdc_parent = GetDC(win_handle);
int iPixelFormat = 0;
@ -144,9 +146,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
int nAttribs = 0;
unsigned int nFormats;
#define PUSH1(att) attribs[nAttribs++] = (att);
#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
/* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
getColorBits(target->resource.format, &red, &green, &blue, &alphaBits, &colorBits);
getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
@ -158,9 +157,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
PUSH1(0); /* end the list */
#undef PUSH1
#undef PUSH2
/* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
{
@ -205,10 +201,12 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
} else {
PIXELFORMATDESCRIPTOR pfd;
int iPixelFormat;
short red, green, blue, alpha;
short colorBits;
short depthBits, stencilBits;
short redBits, greenBits, blueBits, alphaBits, colorBits;
short depthBits=0, stencilBits=0;
int res;
int attribs[256];
int nAttribs = 0;
unsigned int nFormats;
hdc = GetDC(win_handle);
if(hdc == NULL) {
@ -217,36 +215,56 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
}
/* PixelFormat selection */
/* TODO: fill cColorBits/cDepthBits with target->resource.format */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 0;
pfd.cStencilBits = 0;
pfd.iLayerType = PFD_MAIN_PLANE;
PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */
PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE);
PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
/* Try to match the colorBits of the d3d format */
if(getColorBits(target->resource.format, &red, &green, &blue, &alpha, &colorBits))
pfd.cColorBits = colorBits;
if(!getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) {
ERR("Unable to get color bits for format %#x!\n", target->resource.format);
return FALSE;
}
PUSH2(WGL_COLOR_BITS_ARB, colorBits);
PUSH2(WGL_RED_BITS_ARB, redBits);
PUSH2(WGL_GREEN_BITS_ARB, greenBits);
PUSH2(WGL_BLUE_BITS_ARB, blueBits);
PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
/* Retrieve the depth stencil format from the present parameters.
* The choice of the proper format can give a nice performance boost
* in case of GPU limited programs. */
if(pPresentParms->EnableAutoDepthStencil) {
TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
if(getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
pfd.cDepthBits = depthBits;
pfd.cStencilBits = stencilBits;
if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) {
ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat);
return FALSE;
}
PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
}
PUSH1(0); /* end the list */
iPixelFormat = ChoosePixelFormat(hdc, &pfd);
if(!iPixelFormat) {
/* If this happens something is very wrong as ChoosePixelFormat barely fails */
ERR("Can't find a suitable iPixelFormat\n");
/* In case of failure hope that standard ChooosePixelFormat will find something suitable */
if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
{
/* PixelFormat selection */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cAlphaBits = alphaBits;
pfd.cColorBits = colorBits;
pfd.cDepthBits = depthBits;
pfd.cStencilBits = stencilBits;
pfd.iLayerType = PFD_MAIN_PLANE;
iPixelFormat = ChoosePixelFormat(hdc, &pfd);
if(!iPixelFormat) {
/* If this happens something is very wrong as ChoosePixelFormat barely fails */
ERR("Can't find a suitable iPixelFormat\n");
}
}
DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);
@ -265,6 +283,8 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
}
}
}
#undef PUSH1
#undef PUSH2
ctx = pwglCreateContext(hdc);
if(This->numContexts) pwglShareLists(This->contexts[0]->glCtx, ctx);