wined3d: Prefer aux buffer matches over alpha matches.
Half Life 2 uses D3DFMT_X8R8G8B8 for the back buffer, but macos supports aux buffers only on D3DFMT_A8R8G8B8. I think having aux buffers is more important right now than having a precise alpha match.
This commit is contained in:
parent
08f4b87f96
commit
77204574d1
|
@ -129,17 +129,19 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DF
|
|||
BOOL exact_alpha;
|
||||
BOOL exact_color;
|
||||
} matches[] = {
|
||||
/* First, try without aux buffers - this is the most common cause
|
||||
* for not finding a pixel format. Also some drivers(the open source ones)
|
||||
/* First, try without alpha match buffers. MacOS supports aux buffers only
|
||||
* on A8R8G8B8, and we prefer better offscreen rendering over an alpha match.
|
||||
* Then try without aux buffers - this is the most common cause for not
|
||||
* finding a pixel format. Also some drivers(the open source ones)
|
||||
* only offer 32 bit ARB pixel formats. First try without an exact alpha
|
||||
* match, then try without an exact alpha and color match.
|
||||
*/
|
||||
{ TRUE, TRUE, TRUE },
|
||||
{ FALSE, TRUE, TRUE },
|
||||
{ TRUE, FALSE, TRUE },
|
||||
{ TRUE, FALSE, FALSE },
|
||||
{ TRUE, TRUE, TRUE },
|
||||
{ FALSE, FALSE, TRUE },
|
||||
{ FALSE, FALSE, FALSE },
|
||||
{ TRUE, FALSE, TRUE },
|
||||
{ TRUE, FALSE, FALSE },
|
||||
};
|
||||
|
||||
int i = 0;
|
||||
|
|
Loading…
Reference in New Issue