wined3d: Always use the same formats in context_create() when "always_offscreen" is enabled.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
27e65fb963
commit
c92451f295
|
@ -1557,6 +1557,20 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
|
|||
if (color_format->id == WINED3DFMT_P8_UINT)
|
||||
color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
|
||||
|
||||
/* When "always_offscreen" is enabled, we only use the drawable for
|
||||
* presentation blits, and don't do any rendering to it. That means we
|
||||
* don't need depth or stencil buffers, and can mostly ignore the render
|
||||
* target format. This wouldn't necessarily be quite correct for 10bpc
|
||||
* display modes, but we don't currently support those.
|
||||
* Using the same format regardless of the color/depth/stencil targets
|
||||
* makes it much less likely that different wined3d instances will set
|
||||
* conflicting pixel formats. */
|
||||
if (wined3d_settings.always_offscreen)
|
||||
{
|
||||
color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
|
||||
ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN);
|
||||
}
|
||||
|
||||
/* Try to find a pixel format which matches our requirements. */
|
||||
pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
|
||||
|
||||
|
|
Loading…
Reference in New Issue