wined3d: Also use WineD3D_ChoosePixelFormat for pbuffers.
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@ -249,52 +249,25 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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if(create_pbuffer) {
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HDC hdc_parent = GetDC(win_handle);
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int iPixelFormat = 0;
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short redBits, greenBits, blueBits, alphaBits, colorBits;
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short depthBits, stencilBits;
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IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
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WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
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int attribs[256];
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int nAttribs = 0;
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unsigned int nFormats;
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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, StencilBufferFormat, FALSE /* auxBuffers */, TRUE /* PBUFFER */, 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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/* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
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getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
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getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
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PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
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PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
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PUSH2(WGL_COLOR_BITS_ARB, colorBits);
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PUSH2(WGL_RED_BITS_ARB, redBits);
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PUSH2(WGL_GREEN_BITS_ARB, greenBits);
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PUSH2(WGL_BLUE_BITS_ARB, blueBits);
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PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
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PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
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PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);
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PUSH1(0); /* end the list */
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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, StencilBufferFormat, FALSE /* auxBuffer */, TRUE /* PBUFFER */, TRUE /* findCompatible */);
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}
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/* Try to find a pixelformat that matches exactly. If that fails let ChoosePixelFormat try to find a close match */
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if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc_parent, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)))
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{
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PIXELFORMATDESCRIPTOR pfd;
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TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n");
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ZeroMemory(&pfd, sizeof(pfd));
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER_DONTCARE | PFD_DRAW_TO_WINDOW;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = colorBits;
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pfd.cDepthBits = depthBits;
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pfd.cStencilBits = stencilBits;
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pfd.iLayerType = PFD_MAIN_PLANE;
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iPixelFormat = ChoosePixelFormat(hdc_parent, &pfd);
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if(!iPixelFormat) {
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/* If this happens something is very wrong as ChoosePixelFormat barely fails */
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ERR("Can't find a suitable iPixelFormat for the pbuffer\n");
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}
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/* This shouldn't happen as ChoosePixelFormat always returns something */
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if(!iPixelFormat) {
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ERR("Unable to locate a pixel format for a pbuffer\n");
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ReleaseDC(win_handle, hdc_parent);
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goto out;
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}
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TRACE("Creating a pBuffer drawable for the new context\n");
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