Stefan Dösinger : ddraw: Fix some Z buffer formats.
Alexandre Julliard
julliard at winehq.org
Thu Mar 27 07:22:40 CDT 2008
Module: wine
Branch: master
Commit: 8662bd7555593fe010b02e0f2f0bd80fd858ed41
URL: http://source.winehq.org/git/wine.git/?a=commit;h=8662bd7555593fe010b02e0f2f0bd80fd858ed41
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Fri Mar 21 19:16:20 2008 +0100
ddraw: Fix some Z buffer formats.
---
dlls/ddraw/utils.c | 49 +++++++++++++++++++++++++++----------------------
1 files changed, 27 insertions(+), 22 deletions(-)
diff --git a/dlls/ddraw/utils.c b/dlls/ddraw/utils.c
index cddc2fd..2c08328 100644
--- a/dlls/ddraw/utils.c
+++ b/dlls/ddraw/utils.c
@@ -192,7 +192,7 @@ PixelFormat_WineD3DtoDD(DDPIXELFORMAT *DDPixelFormat,
DDPixelFormat->u2.dwStencilBitDepth = 0;
DDPixelFormat->u3.dwZBitMask = 0x0000FFFF;
DDPixelFormat->u4.dwStencilBitMask = 0x0;
- DDPixelFormat->u5.dwRGBZBitMask = 0x0000FFFF;
+ DDPixelFormat->u5.dwRGBZBitMask = 0x00000000;
break;
case WINED3DFMT_D32:
@@ -202,17 +202,17 @@ PixelFormat_WineD3DtoDD(DDPIXELFORMAT *DDPixelFormat,
DDPixelFormat->u2.dwStencilBitDepth = 0;
DDPixelFormat->u3.dwZBitMask = 0xFFFFFFFF;
DDPixelFormat->u4.dwStencilBitMask = 0x0;
- DDPixelFormat->u5.dwRGBZBitMask = 0xFFFFFFFF;
+ DDPixelFormat->u5.dwRGBZBitMask = 0x00000000;
break;
case WINED3DFMT_D24X4S4:
DDPixelFormat->dwFlags = DDPF_ZBUFFER | DDPF_STENCILBUFFER;
DDPixelFormat->dwFourCC = 0;
/* Should I set dwZBufferBitDepth to 32 here? */
- DDPixelFormat->u1.dwZBufferBitDepth = 24;
+ DDPixelFormat->u1.dwZBufferBitDepth = 32;
DDPixelFormat->u2.dwStencilBitDepth = 4;
- DDPixelFormat->u3.dwZBitMask = 0x0;
- DDPixelFormat->u4.dwStencilBitMask = 0x0;
+ DDPixelFormat->u3.dwZBitMask = 0x00FFFFFF;
+ DDPixelFormat->u4.dwStencilBitMask = 0x0F000000;
DDPixelFormat->u5.dwRGBAlphaBitMask = 0x0;
break;
@@ -220,31 +220,30 @@ PixelFormat_WineD3DtoDD(DDPIXELFORMAT *DDPixelFormat,
DDPixelFormat->dwFlags = DDPF_ZBUFFER | DDPF_STENCILBUFFER;
DDPixelFormat->dwFourCC = 0;
/* Should I set dwZBufferBitDepth to 32 here? */
- DDPixelFormat->u1.dwZBufferBitDepth = 24;
+ DDPixelFormat->u1.dwZBufferBitDepth = 32;
DDPixelFormat->u2.dwStencilBitDepth = 8;
- DDPixelFormat->u3.dwZBitMask = 0x0;
- DDPixelFormat->u4.dwStencilBitMask = 0x0;
+ DDPixelFormat->u3.dwZBitMask = 0x00FFFFFFFF;
+ DDPixelFormat->u4.dwStencilBitMask = 0xFF000000;
DDPixelFormat->u5.dwRGBAlphaBitMask = 0x0;
break;
case WINED3DFMT_D24X8:
DDPixelFormat->dwFlags = DDPF_ZBUFFER;
DDPixelFormat->dwFourCC = 0;
- DDPixelFormat->u1.dwZBufferBitDepth = 24;
- DDPixelFormat->u2.dwStencilBitDepth = 8;
- DDPixelFormat->u3.dwZBitMask = 0x0;
- DDPixelFormat->u4.dwStencilBitMask = 0x0;
+ DDPixelFormat->u1.dwZBufferBitDepth = 32;
+ DDPixelFormat->u2.dwStencilBitDepth = 0;
+ DDPixelFormat->u3.dwZBitMask = 0x00FFFFFFFF;
+ DDPixelFormat->u4.dwStencilBitMask = 0x00000000;
DDPixelFormat->u5.dwRGBAlphaBitMask = 0x0;
break;
case WINED3DFMT_D15S1:
DDPixelFormat->dwFlags = DDPF_ZBUFFER | DDPF_STENCILBUFFER;
DDPixelFormat->dwFourCC = 0;
- /* Should I set dwZBufferBitDepth to 16 here? */
- DDPixelFormat->u1.dwZBufferBitDepth = 15;
+ DDPixelFormat->u1.dwZBufferBitDepth = 16;
DDPixelFormat->u2.dwStencilBitDepth = 1;
- DDPixelFormat->u3.dwZBitMask = 0x0;
- DDPixelFormat->u4.dwStencilBitMask = 0x0;
+ DDPixelFormat->u3.dwZBitMask = 0x7fff;
+ DDPixelFormat->u4.dwStencilBitMask = 0x8000;
DDPixelFormat->u5.dwRGBAlphaBitMask = 0x0;
break;
@@ -495,19 +494,20 @@ PixelFormat_DD2WineD3D(const DDPIXELFORMAT *DDPixelFormat)
switch(DDPixelFormat->u1.dwZBufferBitDepth)
{
case 8:
- ERR("8 Bits Z+Stencil buffer pixelformat is not supported. Returning WINED3DFMT_UNKNOWN\n");
+ FIXME("8 Bits Z+Stencil buffer pixelformat is not supported. Returning WINED3DFMT_UNKNOWN\n");
return WINED3DFMT_UNKNOWN;
case 15:
+ FIXME("15 bit depth buffer not handled yet, assuming 16 bit\n");
case 16:
if(DDPixelFormat->u2.dwStencilBitDepth == 1)
return WINED3DFMT_D15S1;
- ERR("Don't know how to handle a 16 bit Z buffer with %d bit stencil buffer pixelformat\n", DDPixelFormat->u2.dwStencilBitDepth);
+ FIXME("Don't know how to handle a 16 bit Z buffer with %d bit stencil buffer pixelformat\n", DDPixelFormat->u2.dwStencilBitDepth);
return WINED3DFMT_UNKNOWN;
case 24:
- ERR("Don't know how to handle a 24 bit depth buffer with stencil bits\n");
+ FIXME("Don't know how to handle a 24 bit depth buffer with stencil bits\n");
return WINED3DFMT_D24S8;
case 32:
@@ -533,10 +533,15 @@ PixelFormat_DD2WineD3D(const DDPIXELFORMAT *DDPixelFormat)
return WINED3DFMT_D16;
case 24:
- return WINED3DFMT_D24X8;
-
+ FIXME("24 Bit depth buffer, treating like a 32 bit one\n");
case 32:
- return WINED3DFMT_D32;
+ if(DDPixelFormat->u3.dwZBitMask == 0x00FFFFFF) {
+ return WINED3DFMT_D24X8;
+ } else if(DDPixelFormat->u3.dwZBitMask == 0xFFFFFFFF) {
+ return WINED3DFMT_D32;
+ }
+ FIXME("Unhandled 32 bit depth buffer bitmasks, returning WINED3DFMT_D24X8\n");
+ return WINED3DFMT_D24X8; /* That's most likely to make games happy */
default:
ERR("Unsupported Z buffer depth %d\n", DDPixelFormat->u1.dwZBufferBitDepth);
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