Commit 0420f17b authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Remove a redundant initialization of cfgs in WineD3D_ChoosePixelFormat.

parent d8c40f76
......@@ -470,7 +470,6 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DF
int i = 0;
int nCfgs = This->adapter->nCfgs;
WineD3D_PixelFormat *cfgs = This->adapter->cfgs;
TRACE("ColorFormat=%s, DepthStencilFormat=%s, auxBuffers=%d, numSamples=%d, pbuffer=%d, findCompatible=%d\n",
debug_d3dformat(ColorFormat), debug_d3dformat(DepthStencilFormat), auxBuffers, numSamples, pbuffer, findCompatible);
......@@ -503,64 +502,64 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DF
for(matchtry = 0; matchtry < (sizeof(matches) / sizeof(matches[0])) && !iPixelFormat; matchtry++) {
for(i=0; i<nCfgs; i++) {
BOOL exactDepthMatch = TRUE;
cfgs = &This->adapter->cfgs[i];
WineD3D_PixelFormat *cfg = &This->adapter->cfgs[i];
/* For now only accept RGBA formats. Perhaps some day we will
* allow floating point formats for pbuffers. */
if(cfgs->iPixelType != WGL_TYPE_RGBA_ARB)
if(cfg->iPixelType != WGL_TYPE_RGBA_ARB)
continue;
/* In window mode (!pbuffer) we need a window drawable format and double buffering. */
if(!pbuffer && !(cfgs->windowDrawable && cfgs->doubleBuffer))
if(!pbuffer && !(cfg->windowDrawable && cfg->doubleBuffer))
continue;
/* We like to have aux buffers in backbuffer mode */
if(auxBuffers && !cfgs->auxBuffers && matches[matchtry].require_aux)
if(auxBuffers && !cfg->auxBuffers && matches[matchtry].require_aux)
continue;
/* In pbuffer-mode we need a pbuffer-capable format but we don't want double buffering */
if(pbuffer && (!cfgs->pbufferDrawable || cfgs->doubleBuffer))
if(pbuffer && (!cfg->pbufferDrawable || cfg->doubleBuffer))
continue;
if(matches[matchtry].exact_color) {
if(cfgs->redSize != redBits)
if(cfg->redSize != redBits)
continue;
if(cfgs->greenSize != greenBits)
if(cfg->greenSize != greenBits)
continue;
if(cfgs->blueSize != blueBits)
if(cfg->blueSize != blueBits)
continue;
} else {
if(cfgs->redSize < redBits)
if(cfg->redSize < redBits)
continue;
if(cfgs->greenSize < greenBits)
if(cfg->greenSize < greenBits)
continue;
if(cfgs->blueSize < blueBits)
if(cfg->blueSize < blueBits)
continue;
}
if(matches[matchtry].exact_alpha) {
if(cfgs->alphaSize != alphaBits)
if(cfg->alphaSize != alphaBits)
continue;
} else {
if(cfgs->alphaSize < alphaBits)
if(cfg->alphaSize < alphaBits)
continue;
}
/* We try to locate a format which matches our requirements exactly. In case of
* depth it is no problem to emulate 16-bit using e.g. 24-bit, so accept that. */
if(cfgs->depthSize < depthBits)
if(cfg->depthSize < depthBits)
continue;
else if(cfgs->depthSize > depthBits)
else if(cfg->depthSize > depthBits)
exactDepthMatch = FALSE;
/* In all cases make sure the number of stencil bits matches our requirements
* even when we don't need stencil because it could affect performance EXCEPT
* on cards which don't offer depth formats without stencil like the i915 drivers
* on Linux. */
if(stencilBits != cfgs->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfgs->stencilSize))
if(stencilBits != cfg->stencilSize && !(This->adapter->brokenStencil && stencilBits <= cfg->stencilSize))
continue;
/* Check multisampling support */
if(cfgs->numSamples != numSamples)
if(cfg->numSamples != numSamples)
continue;
/* When we have passed all the checks then we have found a format which matches our
......@@ -571,13 +570,13 @@ static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DF
/* Exit the loop as we have found a format :) */
if(exactDepthMatch) {
iPixelFormat = cfgs->iPixelFormat;
iPixelFormat = cfg->iPixelFormat;
break;
} else if(!iPixelFormat) {
/* In the end we might end up with a format which doesn't exactly match our depth
* requirements. Accept the first format we found because formats with higher iPixelFormat
* values tend to have more extended capabilities (e.g. multisampling) which we don't need. */
iPixelFormat = cfgs->iPixelFormat;
iPixelFormat = cfg->iPixelFormat;
}
}
}
......
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