[PATCH 1 / 2] d3d9: Add support for D3D9ex new formats
Stefan Dösinger
stefandoesinger at gmail.com
Thu Apr 16 04:55:51 CDT 2015
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Hi,
Do you know a game that needs these formats? Is there a d3d9 game that
actually locks the depth buffer? Do Windows drivers support these formats?
Am 2015-04-16 um 09:37 schrieb Sergey Isakov:
> + case WINED3DFMT_D32_LOCKABLE: return D3DFMT_D32_LOCKABLE;
> + case WINED3DFMT_S8_LOCKABLE: return D3DFMT_S8_LOCKABLE;
WINED3DFMT_D32_LOCKABLE doesn't exist yet. Your patches are in the
wrong order.
> diff --git a/dlls/d3d9/tests/device.c b/dlls/d3d9/tests/device.c
> index 174fc13..6934528 100644
> --- a/dlls/d3d9/tests/device.c
> +++ b/dlls/d3d9/tests/device.c
> @@ -2199,6 +2199,8 @@ static void test_display_modes(void)
> TEST_FMT(D3DFMT_R8G8_B8G8, D3DERR_INVALIDCALL);
>
> TEST_FMT(D3DFMT_D16_LOCKABLE, D3DERR_INVALIDCALL);
> + TEST_FMT(D3DFMT_D32_LOCKABLE, D3DERR_INVALIDCALL);
> + TEST_FMT(D3DFMT_S8_LOCKABLE, D3DERR_INVALIDCALL);
Please add a test that actually uses the format and locks them. It's
ok if parts of the test (those that depend on depth transfers to /
from system memory) are marked todo since wined3d doesn't handle depth
locking at all.
> + /* d3d9ex formats */
> + /* Z-Stencil formats valid for CPU access */
> + D3DFMT_D32_LOCKABLE = 84,
The second comment is misaligned and I don't think these comments
add much information.
> + // s10e5 formats (16-bits per channel)
This is an unrelated change. C++ comments ("//") are not allowed in
Wine as our sources are plain C.
> + // Monochrome 1 bit per pixel format
> + D3DFMT_A1 = 118,
> + // 2.8 biased fixed point
> + D3DFMT_A2B10G10R10_XR_BIAS = 119,
> + // Binary format indicating that the data has no inherent type
> + D3DFMT_BINARYBUFFER = 199,
Adding those is OK, but should be in a separate patch.
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