wined3d: Don't continue with CheckDeviceFormat when the texture format isn't around.

It is legal to pass Usage=0 to CheckDeviceFormat and in both this case
and in the case a format isn't available UsageCaps would be 0 and a
format would be reported available.
This commit is contained in:
Roderick Colenbrander 2008-03-21 21:11:12 +00:00 committed by Alexandre Julliard
parent 460f0d1608
commit 5d151c0ffc
1 changed files with 6 additions and 0 deletions

View File

@ -2311,6 +2311,9 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
return WINED3DERR_NOTAVAILABLE;
}
}
} else {
TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
return WINED3DERR_NOTAVAILABLE;
}
} else {
TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
@ -2423,6 +2426,9 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
} else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
} else {
TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
return WINED3DERR_NOTAVAILABLE;
}
} else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
/* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.