1/6 WineD3D: CheckDeviceFormat rewrite

Stefan Dösinger stefan at codeweavers.com
Mon Mar 17 19:35:33 CDT 2008

Am Montag, 17. März 2008 20:22:58 schrieb Roderick Colenbrander:
> Hi,
> This patch puts legacy bump mapping in its own function.
Battlefield 1942 is broken for me after these patches, apparently because 
D3DFMT_R8G8B8 is enabled again. As far as I can see this is due to the early 
if(!Usage) return in the texture resource check, the code never reaches the if 
condition that disables R8G8B8. Is this early return needed at all? It seems 
confusing to me and is only going to cause breakage similarly to the old 

The old code enabled R8G8B8 for d3d7, but I think you can remove that and keep 
the format disabled altogether. As far as I can see Windows does not support 
it in ddraw either, and enabling it for d3d7 but not d3d8 wouldn't make 

By the way, I noticed(a bit late) that the patches from yesterday broke depth 
stencil selection for me. These patches fix this problem again, but I'm 
afraid it will cause some issues for regression testing.

More information about the wine-devel mailing list