wined3d: Disable W11V11U10 and A2W10V10U10.
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@ -1688,7 +1688,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
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return WINED3D_OK;
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return WINED3D_OK;
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/*****
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/*****
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* Not supported for now: Bump mapping formats
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* Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
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* GL_NV_texture_shader), but advertized to make apps happy.
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* Enable some because games often fail when they are not available
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* Enable some because games often fail when they are not available
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* and are still playable even without bump mapping
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* and are still playable even without bump mapping
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*/
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*/
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@ -1697,11 +1698,19 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
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case WINED3DFMT_L6V5U5:
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case WINED3DFMT_L6V5U5:
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case WINED3DFMT_X8L8V8U8:
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case WINED3DFMT_X8L8V8U8:
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case WINED3DFMT_Q8W8V8U8:
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case WINED3DFMT_Q8W8V8U8:
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case WINED3DFMT_W11V11U10:
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case WINED3DFMT_A2W10V10U10:
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WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
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WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
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return WINED3D_OK;
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return WINED3D_OK;
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/* Those are not advertized by the nvidia windows driver, and not
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* supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
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* WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
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* ARGB format if needed
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*/
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case WINED3DFMT_W11V11U10:
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case WINED3DFMT_A2W10V10U10:
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WARN_(d3d_caps)("[FAILED]\n");
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return WINED3DERR_NOTAVAILABLE;
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/*****
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/*****
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* DXTN Formats: Handled above
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* DXTN Formats: Handled above
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* WINED3DFMT_DXT1
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* WINED3DFMT_DXT1
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