wined3d: Fall back to other depth stencil formats if D24S8 isn't supported.
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@ -802,6 +802,15 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
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if (surface_type == SURFACE_OPENGL)
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{
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WINED3DFORMAT formats[] =
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{
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WINED3DFMT_D24_UNORM_S8_UINT,
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WINED3DFMT_D32_UNORM,
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WINED3DFMT_R24_UNORM_X8_TYPELESS,
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WINED3DFMT_D16_UNORM,
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WINED3DFMT_S1_UINT_D15_UNORM
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};
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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/* In WGL both color, depth and stencil are features of a pixel format. In case of D3D they are separate.
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@ -815,19 +824,27 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
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* Likely a lot of other new bugs will be exposed. For that reason request a depth stencil surface all the
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* time. It can cause a slight performance hit but fixes a lot of regressions. A fixme reminds of that this
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* issue needs to be fixed. */
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if (!present_parameters->EnableAutoDepthStencil
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|| swapchain->presentParms.AutoDepthStencilFormat != WINED3DFMT_D24_UNORM_S8_UINT)
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for (i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
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{
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FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
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swapchain->ds_format = getFormatDescEntry(formats[i], gl_info);
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swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
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if (swapchain->context[0]) break;
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TRACE("Depth stencil format %s is not supported, trying next format\n",
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debug_d3dformat(formats[i]));
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}
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swapchain->ds_format = getFormatDescEntry(WINED3DFMT_D24_UNORM_S8_UINT, gl_info);
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swapchain->context[0] = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format);
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if (!swapchain->context[0])
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{
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WARN("Failed to create context.\n");
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hr = WINED3DERR_NOTAVAILABLE;
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goto err;
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}
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if (!present_parameters->EnableAutoDepthStencil
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|| swapchain->presentParms.AutoDepthStencilFormat != swapchain->ds_format->format)
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{
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FIXME("Add OpenGL context recreation support to context_validate_onscreen_formats\n");
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}
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context_release(swapchain->context[0]);
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}
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else
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