Roderick Colenbrander : wined3d: Remove unneeded code in CheckDeviceFormat.
Alexandre Julliard
julliard at winehq.org
Sat Mar 22 08:18:36 CDT 2008
Module: wine
Branch: master
Commit: 9e9ef6238a5f27423e28c8f95f69fb02b98d8f27
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9e9ef6238a5f27423e28c8f95f69fb02b98d8f27
Author: Roderick Colenbrander <thunderbird2k at gmx.net>
Date: Fri Mar 21 21:41:59 2008 +0000
wined3d: Remove unneeded code in CheckDeviceFormat.
All these checks are done during the capability checks which are
performed under the resource type checks.
---
dlls/wined3d/directx.c | 152 +-----------------------------------------------
1 files changed, 1 insertions(+), 151 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 1c7d9e3..6665a42 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2170,8 +2170,7 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
* MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
* We can do instancing with all shader versions, but we need vertex shaders.
*
- * Additionally applications have to set the D3DRS_POINTSIZE render state to
-MAKEFOURCC('I','N','S','T') once
+ * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
* to enable instancing. WineD3D doesn't need that and just ignores it.
*
* With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
@@ -2556,155 +2555,6 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
return WINED3DERR_NOTAVAILABLE;
}
- switch (CheckFormat) {
-
- /*****
- * supported: RGB(A) formats
- */
- case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
- case WINED3DFMT_A8R8G8B8:
- case WINED3DFMT_X8R8G8B8:
- case WINED3DFMT_R5G6B5:
- case WINED3DFMT_X1R5G5B5:
- case WINED3DFMT_A1R5G5B5:
- case WINED3DFMT_A4R4G4B4:
- case WINED3DFMT_R3G3B2:
- case WINED3DFMT_A8:
- case WINED3DFMT_X4R4G4B4:
- case WINED3DFMT_A8B8G8R8:
- case WINED3DFMT_X8B8G8R8:
- case WINED3DFMT_A2R10G10B10:
- case WINED3DFMT_A2B10G10R10:
- case WINED3DFMT_G16R16:
- TRACE_(d3d_caps)("[OK]\n");
- return WINED3D_OK;
-
- /*****
- * supported: Palettized
- */
- case WINED3DFMT_P8:
- TRACE_(d3d_caps)("[OK]\n");
- return WINED3D_OK;
-
- /*****
- * Supported: (Alpha)-Luminance
- */
- case WINED3DFMT_L8:
- case WINED3DFMT_A8L8:
- case WINED3DFMT_A4L4:
- TRACE_(d3d_caps)("[OK]\n");
- return WINED3D_OK;
-
- /*****
- * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
- * GL_NV_texture_shader), but advertized to make apps happy.
- * Enable some because games often fail when they are not available
- * and are still playable even without bump mapping
- */
- case WINED3DFMT_V8U8:
- case WINED3DFMT_V16U16:
- case WINED3DFMT_L6V5U5:
- case WINED3DFMT_X8L8V8U8:
- case WINED3DFMT_Q8W8V8U8:
- WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
- return WINED3D_OK;
-
- /* Those are not advertized by the nvidia windows driver, and not
- * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
- * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
- * ARGB format if needed
- */
- case WINED3DFMT_W11V11U10:
- case WINED3DFMT_A2W10V10U10:
- WARN_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
-
- case WINED3DFMT_DXT1:
- case WINED3DFMT_DXT2:
- case WINED3DFMT_DXT3:
- case WINED3DFMT_DXT4:
- case WINED3DFMT_DXT5:
- if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
- TRACE_(d3d_caps)("[OK]\n");
- return WINED3D_OK;
- } else {
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
-
- /*****
- * Odd formats - not supported
- */
- case WINED3DFMT_VERTEXDATA:
- case WINED3DFMT_INDEX16:
- case WINED3DFMT_INDEX32:
- case WINED3DFMT_Q16W16V16U16:
- TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
- return WINED3DERR_NOTAVAILABLE;
-
- /*****
- * WINED3DFMT_CxV8U8: Not supported right now
- */
- case WINED3DFMT_CxV8U8:
- TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
- return WINED3DERR_NOTAVAILABLE;
-
- /* Not supported */
- case WINED3DFMT_A16B16G16R16:
- case WINED3DFMT_A8R3G3B2:
- TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
- return WINED3DERR_NOTAVAILABLE;
-
- /* Floating point formats */
- case WINED3DFMT_R16F:
- case WINED3DFMT_A16B16G16R16F:
- if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
- TRACE_(d3d_caps)("[OK]\n");
- return WINED3D_OK;
- } else {
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
- }
- case WINED3DFMT_R32F:
- case WINED3DFMT_A32B32G32R32F:
- if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
- TRACE_(d3d_caps)("[OK]\n");
- return WINED3D_OK;
- } else {
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
- case WINED3DFMT_G16R16F:
- case WINED3DFMT_G32R32F:
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
-
- /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
- * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
- * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
- * We can do instancing with all shader versions, but we need vertex shaders.
- *
- * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
- * to enable instancing. WineD3D doesn't need that and just ignores it.
- *
- * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
- */
- case WINEMAKEFOURCC('I','N','S','T'):
- TRACE("ATI Instancing check hack\n");
- if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
- TRACE_(d3d_caps)("[OK]\n");
- return WINED3D_OK;
- } else {
- TRACE_(d3d_caps)("[FAILED]\n");
- return WINED3DERR_NOTAVAILABLE;
- }
-
- default:
- break;
- }
-
/* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
* WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
* usage flags match. */
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