wined3d: Ask for enough RGB bits for pbuffers.

This commit is contained in:
Roderick Colenbrander 2007-08-28 22:40:26 +02:00 committed by Alexandre Julliard
parent dc7252a1f8
commit 9be5a5e9db
1 changed files with 5 additions and 2 deletions

View File

@ -136,7 +136,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
if(create_pbuffer) { if(create_pbuffer) {
HDC hdc_parent = GetDC(win_handle); HDC hdc_parent = GetDC(win_handle);
int iPixelFormat = 0; int iPixelFormat = 0;
short red, green, blue, alphaBits, colorBits; short redBits, greenBits, blueBits, alphaBits, colorBits;
short depthBits, stencilBits; short depthBits, stencilBits;
IWineD3DSurface *StencilSurface = This->stencilBufferTarget; IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
@ -147,11 +147,14 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
unsigned int nFormats; unsigned int nFormats;
/* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */ /* Retrieve the specifications for the pixelformat from the backbuffer / stencilbuffer */
getColorBits(target->resource.format, &red, &green, &blue, &alphaBits, &colorBits); getColorBits(target->resource.format, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits);
getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits); getDepthStencilBits(StencilBufferFormat, &depthBits, &stencilBits);
PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */ PUSH2(WGL_DRAW_TO_PBUFFER_ARB, 1); /* We need pbuffer support; doublebuffering isn't needed */
PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */ PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */
PUSH2(WGL_COLOR_BITS_ARB, colorBits); 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); PUSH2(WGL_ALPHA_BITS_ARB, alphaBits);
PUSH2(WGL_DEPTH_BITS_ARB, depthBits); PUSH2(WGL_DEPTH_BITS_ARB, depthBits);
PUSH2(WGL_STENCIL_BITS_ARB, stencilBits); PUSH2(WGL_STENCIL_BITS_ARB, stencilBits);