wined3d: Don't grab the implicit depth stencil format in the wrong place.

This format is now explicitly passed to create_context.
This commit is contained in:
Stefan Dösinger 2010-04-30 16:39:02 +02:00 committed by Alexandre Julliard
parent 11651f0d7d
commit e7066a90e1
1 changed files with 0 additions and 10 deletions

View File

@ -1261,16 +1261,6 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
if (color_format_desc->format == WINED3DFMT_P8_UINT)
color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
/* Retrieve the depth stencil format from the present parameters.
* The choice of the proper format can give a nice performance boost
* in case of GPU limited programs. */
if (swapchain->presentParms.EnableAutoDepthStencil)
{
TRACE("Auto depth stencil enabled, using format %s.\n",
debug_d3dformat(swapchain->presentParms.AutoDepthStencilFormat));
ds_format_desc = getFormatDescEntry(swapchain->presentParms.AutoDepthStencilFormat, gl_info);
}
/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
{