wined3d: Remove unneeded code in CheckDeviceFormat.

All these checks are done during the capability checks which are
performed under the resource type checks.
This commit is contained in:
Roderick Colenbrander 2008-03-21 21:41:59 +00:00 committed by Alexandre Julliard
parent 5d151c0ffc
commit 9e9ef6238a
1 changed files with 1 additions and 151 deletions

View File

@ -2170,8 +2170,7 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
* MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value. * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
* We can do instancing with all shader versions, but we need vertex shaders. * We can do instancing with all shader versions, but we need vertex shaders.
* *
* Additionally applications have to set the D3DRS_POINTSIZE render state to * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
MAKEFOURCC('I','N','S','T') once
* to enable instancing. WineD3D doesn't need that and just ignores it. * to enable instancing. WineD3D doesn't need that and just ignores it.
* *
* With Shader Model 3.0 capable cards Instancing 'just works' in Windows. * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
@ -2556,155 +2555,6 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
return WINED3DERR_NOTAVAILABLE; return WINED3DERR_NOTAVAILABLE;
} }
switch (CheckFormat) {
/*****
* supported: RGB(A) formats
*/
case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
case WINED3DFMT_A8R8G8B8:
case WINED3DFMT_X8R8G8B8:
case WINED3DFMT_R5G6B5:
case WINED3DFMT_X1R5G5B5:
case WINED3DFMT_A1R5G5B5:
case WINED3DFMT_A4R4G4B4:
case WINED3DFMT_R3G3B2:
case WINED3DFMT_A8:
case WINED3DFMT_X4R4G4B4:
case WINED3DFMT_A8B8G8R8:
case WINED3DFMT_X8B8G8R8:
case WINED3DFMT_A2R10G10B10:
case WINED3DFMT_A2B10G10R10:
case WINED3DFMT_G16R16:
TRACE_(d3d_caps)("[OK]\n");
return WINED3D_OK;
/*****
* supported: Palettized
*/
case WINED3DFMT_P8:
TRACE_(d3d_caps)("[OK]\n");
return WINED3D_OK;
/*****
* Supported: (Alpha)-Luminance
*/
case WINED3DFMT_L8:
case WINED3DFMT_A8L8:
case WINED3DFMT_A4L4:
TRACE_(d3d_caps)("[OK]\n");
return WINED3D_OK;
/*****
* Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
* GL_NV_texture_shader), but advertized to make apps happy.
* Enable some because games often fail when they are not available
* and are still playable even without bump mapping
*/
case WINED3DFMT_V8U8:
case WINED3DFMT_V16U16:
case WINED3DFMT_L6V5U5:
case WINED3DFMT_X8L8V8U8:
case WINED3DFMT_Q8W8V8U8:
WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
return WINED3D_OK;
/* Those are not advertized by the nvidia windows driver, and not
* supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
* WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
* ARGB format if needed
*/
case WINED3DFMT_W11V11U10:
case WINED3DFMT_A2W10V10U10:
WARN_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
case WINED3DFMT_DXT1:
case WINED3DFMT_DXT2:
case WINED3DFMT_DXT3:
case WINED3DFMT_DXT4:
case WINED3DFMT_DXT5:
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
TRACE_(d3d_caps)("[OK]\n");
return WINED3D_OK;
} else {
TRACE_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
}
/*****
* Odd formats - not supported
*/
case WINED3DFMT_VERTEXDATA:
case WINED3DFMT_INDEX16:
case WINED3DFMT_INDEX32:
case WINED3DFMT_Q16W16V16U16:
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
return WINED3DERR_NOTAVAILABLE;
/*****
* WINED3DFMT_CxV8U8: Not supported right now
*/
case WINED3DFMT_CxV8U8:
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
return WINED3DERR_NOTAVAILABLE;
/* Not supported */
case WINED3DFMT_A16B16G16R16:
case WINED3DFMT_A8R3G3B2:
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
return WINED3DERR_NOTAVAILABLE;
/* Floating point formats */
case WINED3DFMT_R16F:
case WINED3DFMT_A16B16G16R16F:
if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
TRACE_(d3d_caps)("[OK]\n");
return WINED3D_OK;
} else {
TRACE_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
}
case WINED3DFMT_R32F:
case WINED3DFMT_A32B32G32R32F:
if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
TRACE_(d3d_caps)("[OK]\n");
return WINED3D_OK;
} else {
TRACE_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
}
case WINED3DFMT_G16R16F:
case WINED3DFMT_G32R32F:
TRACE_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
/* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
* instancing. To query if the card supports instancing CheckDeviceFormat with the special format
* MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
* We can do instancing with all shader versions, but we need vertex shaders.
*
* Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
* to enable instancing. WineD3D doesn't need that and just ignores it.
*
* With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
*/
case WINEMAKEFOURCC('I','N','S','T'):
TRACE("ATI Instancing check hack\n");
if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
TRACE_(d3d_caps)("[OK]\n");
return WINED3D_OK;
} else {
TRACE_(d3d_caps)("[FAILED]\n");
return WINED3DERR_NOTAVAILABLE;
}
default:
break;
}
/* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
* WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
* usage flags match. */ * usage flags match. */