1/6 WineD3D: CheckDeviceFormat rewrite

Roderick Colenbrander thunderbird2k at gmx.net
Tue Mar 18 03:44:28 CDT 2008


> > > 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
> > code.
> > 
> > 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 
> > sense.
> > 
> > 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.
> > 
> 
> The patches from yesterday where the start. These new 6 patches will move
> most of the other code around. After it the change is done for about 90%.
> Today I will send a bunch of other patches which will move some smaller
> parts like one which takes care of this r8g8b8 version check (I moved it to the
> top of the function but I could also keep it where it is and remove !Usage
> checks). I also need to enable set dynamic / softwareprocessing and a few
> others.
> 
> I think it is best to continue now. I'll prepare some of the other patches
> now.
> 
> Roderick

Patch 7/6, 8/6, 9/6 should take away most issues. Yesterday I didn't have the time to prepare those but they should be fine.

Roderick
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