user32,wined3d: move refresh rate fallback to catch all cases
Erik Inge Bolsø
knan at anduin.net
Wed Jun 27 11:55:38 CDT 2007
On Wed, 27 Jun 2007, H. Verbeet wrote:
> On 27/06/07, Erik Inge Bolsø <knan-wine at anduin.net> wrote:
> > On 25/06/07, H. Verbeet wrote:
> > >On 24/06/07, Erik Inge Bolsø <knan-wine at anduin.net> wrote:
> > >> ---
> > >> dlls/user32/sysparams.c | 13 ++++++++++++-
> > >> dlls/wined3d/device.c | 10 +---------
> > >> 2 files changed, 13 insertions(+), 10 deletions(-)
> > >>
> > >What was the reason for writing this?
> >
> > See the comments on
> > http://appdb.winehq.org/appview.php?iVersionId=5618
> >
> > ... essentially, I have a game that's hardcoded to request 1024x768x50hz,
> > which is not available on my monitor, and the existing fallback to
> > any available refresh rate in wined3d didn't catch it. Haven't traced the
> > exact sequence of calls - but figured that since there was an existing
> > refresh rate fallback coded, I'd move that a step instead of duplicating.
> >
> Makes sense, I guess, although I'm a bit worried if that fallback is a
> proper solution in the first place. I suspect the game would fail on
> Windows as well if the refresh rate isn't available. Also, the 54Hz
Tested on an equivalent machine with windows xp; same graphics
card/monitor combo ... it doesn't fail.
> that's mentioned in the appdb page typically means you're using nVidia
> drivers with DynamicTwinView turned on (the default), which reports
> fake refresh rates.
Good point, thanks for that hint. Now the list of refresh rates looks
much saner. Still no 50hz anywhere in sight, so I still need the patch.
--
Erik perl: n. Programmeringsspråk best beskrevet som
en noe elastisk gaffateip med
pigger og skjærekanter.
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