wined3d: Request a WGL depth stencil capable pixel format by default until we have proper SetDepthStencilSurface support.

This commit is contained in:
Roderick Colenbrander 2008-05-18 17:41:56 +00:00 committed by Alexandre Julliard
parent 3108e3605c
commit bd5c02e245
1 changed files with 16 additions and 0 deletions

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@ -126,6 +126,22 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DF
return 0;
}
/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
* You are able to add a depth + stencil surface at a later stage when you need it.
* In order to support this properly in WineD3D we need the ability to recreate the opengl context and
* drawable when this is required. This is very tricky as we need to reapply ALL opengl states for the new
* context, need torecreate shaders, textures and other resources.
*
* The context manager already takes care of the state problem and for the other tasks code from Reset
* can be used. These changes are way to risky during the 1.0 code freeze which is taking place right now.
* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
* issue needs to be fixed. */
if(DepthStencilFormat != WINED3DFMT_D24S8)
FIXME("Add OpenGL context recreation support to SetDepthStencilSurface\n");
DepthStencilFormat = WINED3DFMT_D24S8;
if(DepthStencilFormat) {
getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits);
}