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