wined3d: Don't grab the implicit depth stencil format in the wrong place.
This format is now explicitly passed to create_context.
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@ -1261,16 +1261,6 @@ struct wined3d_context *context_create(IWineD3DSwapChainImpl *swapchain, IWineD3
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if (color_format_desc->format == WINED3DFMT_P8_UINT)
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if (color_format_desc->format == WINED3DFMT_P8_UINT)
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color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
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color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
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/* Retrieve the depth stencil format from the present parameters.
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* The choice of the proper format can give a nice performance boost
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* in case of GPU limited programs. */
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if (swapchain->presentParms.EnableAutoDepthStencil)
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{
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TRACE("Auto depth stencil enabled, using format %s.\n",
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debug_d3dformat(swapchain->presentParms.AutoDepthStencilFormat));
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ds_format_desc = getFormatDescEntry(swapchain->presentParms.AutoDepthStencilFormat, gl_info);
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}
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/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
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/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
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if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
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if (swapchain->presentParms.MultiSampleType && (swapchain->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD))
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{
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{
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