From ec5400b4f815da9215e11f11a43857f44ef0f313 Mon Sep 17 00:00:00 2001 From: Roderick Colenbrander Date: Sun, 27 Apr 2008 17:35:27 +0000 Subject: [PATCH] wined3d: Split WGL pixel format selection code off from CreateContext. --- dlls/wined3d/context.c | 164 +++++++++++++++++++++++++++-------------- 1 file changed, 107 insertions(+), 57 deletions(-) diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 1fb65ae01b6..79ea74c98fd 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -110,6 +110,91 @@ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_hand return This->contexts[This->numContexts - 1]; } +/* This function takes care of WineD3D pixel format selection. */ +static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, BOOL pbuffer, BOOL findCompatible) +{ + int iPixelFormat = 0; + int attribs[256]; + int nAttribs = 0; + unsigned int nFormats; + short redBits, greenBits, blueBits, alphaBits, colorBits; + short depthBits=0, stencilBits=0; + BOOL result = FALSE; + +#define PUSH1(att) attribs[nAttribs++] = (att); +#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value); + + if(getColorBits(ColorFormat, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) { + PUSH2(WGL_COLOR_BITS_ARB, colorBits); + PUSH2(WGL_RED_BITS_ARB, redBits); + PUSH2(WGL_GREEN_BITS_ARB, greenBits); + PUSH2(WGL_BLUE_BITS_ARB, blueBits); + PUSH2(WGL_ALPHA_BITS_ARB, alphaBits); + } else { + ERR("Unable to get color bits for format %s (%#x)!\n", debug_d3dformat(ColorFormat), ColorFormat); + return 0; + } + + /* Request depth/stencil when we need it */ + if(DepthStencilFormat && getDepthStencilBits(DepthStencilFormat, &depthBits, &stencilBits)) { + PUSH2(WGL_DEPTH_BITS_ARB, depthBits); + PUSH2(WGL_STENCIL_BITS_ARB, stencilBits); + } + + PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */ + PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE); + PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */ + + if(auxBuffers) { + TRACE("Requesting 2 aux buffers\n"); + /* We like to have two aux buffers in backbuffer mode */ + PUSH2(WGL_AUX_BUFFERS_ARB, 2); + + PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */ + PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE); + } else if(pbuffer) { + PUSH2(WGL_DRAW_TO_PBUFFER_ARB, GL_TRUE); /* We need pbuffer support; doublebuffering isn't needed */ + } else { + PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */ + PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE); + } + + PUSH1(0); /* end the list */ + +#undef PUSH1 +#undef PUSH2 + + result = GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats)); + if(!result && !findCompatible) { + ERR("Can't find a suitable iPixelFormat\n"); + return FALSE; + } else { + PIXELFORMATDESCRIPTOR pfd; + + TRACE("Falling back to ChoosePixelFormat as wglChoosePixelFormatARB failed\n"); + /* PixelFormat selection */ + ZeroMemory(&pfd, sizeof(pfd)); + pfd.nSize = sizeof(pfd); + pfd.nVersion = 1; + pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/ + pfd.iPixelType = PFD_TYPE_RGBA; + pfd.cAlphaBits = alphaBits; + pfd.cColorBits = colorBits; + pfd.cDepthBits = depthBits; + pfd.cStencilBits = stencilBits; + pfd.iLayerType = PFD_MAIN_PLANE; + + iPixelFormat = ChoosePixelFormat(hdc, &pfd); + if(!iPixelFormat) { + /* If this happens something is very wrong as ChoosePixelFormat barely fails */ + ERR("Can't find a suitable iPixelFormat\n"); + return FALSE; + } + } + + return iPixelFormat; +} + /***************************************************************************** * CreateContext * @@ -205,13 +290,10 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar } else { PIXELFORMATDESCRIPTOR pfd; int iPixelFormat; - short redBits, greenBits, blueBits, alphaBits, colorBits; - short depthBits=0, stencilBits=0; int res; - int attribs[256]; - int nAttribs = 0; - unsigned int nFormats; - WINED3DFORMAT fmt = target->resource.format; + WINED3DFORMAT ColorFormat = target->resource.format; + WINED3DFORMAT DepthStencilFormat = 0; + BOOL auxBuffers = FALSE; hdc = GetDC(win_handle); if(hdc == NULL) { @@ -219,76 +301,44 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar goto out; } - /* PixelFormat selection */ - PUSH2(WGL_DRAW_TO_WINDOW_ARB, GL_TRUE); /* We want to draw to a window */ - PUSH2(WGL_DOUBLE_BUFFER_ARB, GL_TRUE); - PUSH2(WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB); /* Make sure we don't get a float or color index format */ - PUSH2(WGL_SUPPORT_OPENGL_ARB, GL_TRUE); - PUSH2(WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB); /* Make sure we receive an accelerated format. On windows (at least on ATI) this is not always the case */ - /* In case of ORM_BACKBUFFER, make sure to request an alpha component for X4R4G4B4/X8R8G8B8 as we might need it for the backbuffer. */ if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) { - if(target->resource.format == WINED3DFMT_X4R4G4B4) - fmt = WINED3DFMT_A4R4G4B4; - else if(target->resource.format == WINED3DFMT_X8R8G8B8) - fmt = WINED3DFMT_A8R8G8B8; + auxBuffers = TRUE; - /* We like to have two aux buffers in backbuffer mode */ - PUSH2(WGL_AUX_BUFFERS_ARB, 2); + if(target->resource.format == WINED3DFMT_X4R4G4B4) + ColorFormat = WINED3DFMT_A4R4G4B4; + else if(target->resource.format == WINED3DFMT_X8R8G8B8) + ColorFormat = WINED3DFMT_A8R8G8B8; } /* DirectDraw supports 8bit paletted render targets and these are used by old games like Starcraft and C&C. * Most modern hardware doesn't support 8bit natively so we perform some form of 8bit -> 32bit conversion. * The conversion (ab)uses the alpha component for storing the palette index. For this reason we require * a format with 8bit alpha, so request A8R8G8B8. */ - if(fmt == WINED3DFMT_P8) - fmt = WINED3DFMT_A8R8G8B8; - - if(!getColorBits(fmt, &redBits, &greenBits, &blueBits, &alphaBits, &colorBits)) { - ERR("Unable to get color bits for format %#x!\n", target->resource.format); - return FALSE; - } - PUSH2(WGL_COLOR_BITS_ARB, colorBits); - PUSH2(WGL_RED_BITS_ARB, redBits); - PUSH2(WGL_GREEN_BITS_ARB, greenBits); - PUSH2(WGL_BLUE_BITS_ARB, blueBits); - PUSH2(WGL_ALPHA_BITS_ARB, alphaBits); + if(ColorFormat == WINED3DFMT_P8) + ColorFormat = WINED3DFMT_A8R8G8B8; /* 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(pPresentParms->EnableAutoDepthStencil) { TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat)); - if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) { - ERR("Unable to get depth / stencil bits for AutoDepthStencilFormat %#x!\n", pPresentParms->AutoDepthStencilFormat); - return FALSE; - } - PUSH2(WGL_DEPTH_BITS_ARB, depthBits); - PUSH2(WGL_STENCIL_BITS_ARB, stencilBits); + DepthStencilFormat = pPresentParms->AutoDepthStencilFormat; } - PUSH1(0); /* end the list */ + /* Try to find a pixel format which matches our requirements */ + iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, FALSE /* PBUFFER */, FALSE /* findCompatible */); - /* In case of failure hope that standard ChoosePixelFormat will find something suitable */ - if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats))) - { - /* PixelFormat selection */ - ZeroMemory(&pfd, sizeof(pfd)); - pfd.nSize = sizeof(pfd); - pfd.nVersion = 1; - pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/ - pfd.iPixelType = PFD_TYPE_RGBA; - pfd.cAlphaBits = alphaBits; - pfd.cColorBits = colorBits; - pfd.cDepthBits = depthBits; - pfd.cStencilBits = stencilBits; - pfd.iLayerType = PFD_MAIN_PLANE; + /* Try to locate a compatible format if we weren't able to find anything */ + if(!iPixelFormat) { + TRACE("Trying to locate a compatible pixel format because an exact match failed.\n"); + iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, FALSE /* PBUFFER */, TRUE /* findCompatible */ ); + } - iPixelFormat = ChoosePixelFormat(hdc, &pfd); - if(!iPixelFormat) { - /* If this happens something is very wrong as ChoosePixelFormat barely fails */ - ERR("Can't find a suitable iPixelFormat\n"); - } + /* If we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */ + if(!iPixelFormat) { + ERR("Can't find a suitable iPixelFormat\n"); + return FALSE; } DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);