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