Henri Verbeet : wined3d: Always use the same formats in context_create() when "always_offscreen" is enabled.
Alexandre Julliard
julliard at wine.codeweavers.com
Wed Nov 4 09:40:40 CST 2015
Module: wine
Branch: master
Commit: c92451f295242110bf016facf0e80564f3643d94
URL: http://source.winehq.org/git/wine.git/?a=commit;h=c92451f295242110bf016facf0e80564f3643d94
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Nov 4 00:02:48 2015 +0100
wined3d: Always use the same formats in context_create() when "always_offscreen" is enabled.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/context.c | 14 ++++++++++++++
1 file changed, 14 insertions(+)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index e97206e..13b8471 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1557,6 +1557,20 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
if (color_format->id == WINED3DFMT_P8_UINT)
color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
+ /* When "always_offscreen" is enabled, we only use the drawable for
+ * presentation blits, and don't do any rendering to it. That means we
+ * don't need depth or stencil buffers, and can mostly ignore the render
+ * target format. This wouldn't necessarily be quite correct for 10bpc
+ * display modes, but we don't currently support those.
+ * Using the same format regardless of the color/depth/stencil targets
+ * makes it much less likely that different wined3d instances will set
+ * conflicting pixel formats. */
+ if (wined3d_settings.always_offscreen)
+ {
+ color_format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
+ ds_format = wined3d_get_format(gl_info, WINED3DFMT_UNKNOWN);
+ }
+
/* Try to find a pixel format which matches our requirements. */
pixel_format = context_choose_pixel_format(device, hdc, color_format, ds_format, auxBuffers, FALSE);
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