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
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.
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