wined3d: Split WGL pixel format selection code off from CreateContext.

This commit is contained in:
Roderick Colenbrander 2008-04-27 17:35:27 +00:00 committed by Alexandre Julliard
parent 31ba40fc92
commit ec5400b4f8
1 changed files with 107 additions and 57 deletions

View File

@ -110,6 +110,91 @@ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_hand
return This->contexts[This->numContexts - 1]; 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 * CreateContext
* *
@ -205,13 +290,10 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
} else { } else {
PIXELFORMATDESCRIPTOR pfd; PIXELFORMATDESCRIPTOR pfd;
int iPixelFormat; int iPixelFormat;
short redBits, greenBits, blueBits, alphaBits, colorBits;
short depthBits=0, stencilBits=0;
int res; int res;
int attribs[256]; WINED3DFORMAT ColorFormat = target->resource.format;
int nAttribs = 0; WINED3DFORMAT DepthStencilFormat = 0;
unsigned int nFormats; BOOL auxBuffers = FALSE;
WINED3DFORMAT fmt = target->resource.format;
hdc = GetDC(win_handle); hdc = GetDC(win_handle);
if(hdc == NULL) { if(hdc == NULL) {
@ -219,76 +301,44 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
goto out; 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. */ /* 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(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
if(target->resource.format == WINED3DFMT_X4R4G4B4) auxBuffers = TRUE;
fmt = WINED3DFMT_A4R4G4B4;
else if(target->resource.format == WINED3DFMT_X8R8G8B8)
fmt = WINED3DFMT_A8R8G8B8;
/* We like to have two aux buffers in backbuffer mode */ if(target->resource.format == WINED3DFMT_X4R4G4B4)
PUSH2(WGL_AUX_BUFFERS_ARB, 2); 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. /* 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. * 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 * 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. */ * a format with 8bit alpha, so request A8R8G8B8. */
if(fmt == WINED3DFMT_P8) if(ColorFormat == WINED3DFMT_P8)
fmt = WINED3DFMT_A8R8G8B8; ColorFormat = 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);
/* Retrieve the depth stencil format from the present parameters. /* Retrieve the depth stencil format from the present parameters.
* The choice of the proper format can give a nice performance boost * The choice of the proper format can give a nice performance boost
* in case of GPU limited programs. */ * in case of GPU limited programs. */
if(pPresentParms->EnableAutoDepthStencil) { if(pPresentParms->EnableAutoDepthStencil) {
TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat)); TRACE("pPresentParms->EnableAutoDepthStencil=enabled; using AutoDepthStencilFormat=%s\n", debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
if(!getDepthStencilBits(pPresentParms->AutoDepthStencilFormat, &depthBits, &stencilBits)) { DepthStencilFormat = pPresentParms->AutoDepthStencilFormat;
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);
} }
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 */ /* Try to locate a compatible format if we weren't able to find anything */
if(!GL_EXTCALL(wglChoosePixelFormatARB(hdc, (const int*)&attribs, NULL, 1, &iPixelFormat, &nFormats))) if(!iPixelFormat) {
{ TRACE("Trying to locate a compatible pixel format because an exact match failed.\n");
/* PixelFormat selection */ iPixelFormat = WineD3D_ChoosePixelFormat(This, hdc, ColorFormat, DepthStencilFormat, auxBuffers, FALSE /* PBUFFER */, TRUE /* findCompatible */ );
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 we still don't have a pixel format, something is very wrong as ChoosePixelFormat barely fails */
if(!iPixelFormat) { if(!iPixelFormat) {
/* If this happens something is very wrong as ChoosePixelFormat barely fails */ ERR("Can't find a suitable iPixelFormat\n");
ERR("Can't find a suitable iPixelFormat\n"); return FALSE;
}
} }
DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd); DescribePixelFormat(hdc, iPixelFormat, sizeof(pfd), &pfd);