Commit 0d30daa8 authored by Alexandre Julliard's avatar Alexandre Julliard

winex11: Abstract the depth->bpp conversion and use it in X11DRV_DIB_CreateDIBFromPixmap.

parent 68feed7e
...@@ -4856,7 +4856,7 @@ HGLOBAL X11DRV_DIB_CreateDIBFromPixmap(Pixmap pixmap, HDC hdc) ...@@ -4856,7 +4856,7 @@ HGLOBAL X11DRV_DIB_CreateDIBFromPixmap(Pixmap pixmap, HDC hdc)
* Create an HBITMAP with the same dimensions and BPP as the pixmap, * Create an HBITMAP with the same dimensions and BPP as the pixmap,
* and make it a container for the pixmap passed. * and make it a container for the pixmap passed.
*/ */
hBmp = CreateBitmap( width, height, 1, depth, NULL ); if (!(hBmp = CreateBitmap( width, height, 1, depth_to_bpp(depth), NULL ))) return 0;
/* force bitmap to be owned by a screen DC */ /* force bitmap to be owned by a screen DC */
hdcMem = CreateCompatibleDC( hdc ); hdcMem = CreateCompatibleDC( hdc );
......
...@@ -463,6 +463,8 @@ extern BOOL X11DRV_IsSolidColor(COLORREF color); ...@@ -463,6 +463,8 @@ extern BOOL X11DRV_IsSolidColor(COLORREF color);
extern COLORREF X11DRV_PALETTE_ToLogical(int pixel); extern COLORREF X11DRV_PALETTE_ToLogical(int pixel);
extern int X11DRV_PALETTE_ToPhysical(X11DRV_PDEVICE *physDev, COLORREF color); extern int X11DRV_PALETTE_ToPhysical(X11DRV_PDEVICE *physDev, COLORREF color);
extern unsigned int depth_to_bpp( unsigned int depth );
/* GDI escapes */ /* GDI escapes */
#define X11DRV_ESCAPE 6789 #define X11DRV_ESCAPE 6789
......
...@@ -278,6 +278,37 @@ void wine_tsx11_unlock(void) ...@@ -278,6 +278,37 @@ void wine_tsx11_unlock(void)
/*********************************************************************** /***********************************************************************
* depth_to_bpp
*
* Convert X11-reported depth to the BPP value that Windows apps expect to see.
*/
unsigned int depth_to_bpp( unsigned int depth )
{
switch (depth)
{
case 1:
case 8:
return depth;
case 15:
case 16:
return 16;
case 24:
/* This is not necessarily right. X11 always has 24 bits per pixel, but it can run
* with 24 bit framebuffers and 32 bit framebuffers. It doesn't make any difference
* for windowing, but gl applications can get visuals with alpha channels. So we
* should check the framebuffer and/or opengl formats available to find out what the
* framebuffer actually does
*/
case 32:
return 32;
default:
FIXME( "Unexpected X11 depth %d bpp, what to report to app?\n", depth );
return depth;
}
}
/***********************************************************************
* get_config_key * get_config_key
* *
* Get a config key from either the app-specific or the default config * Get a config key from either the app-specific or the default config
...@@ -491,35 +522,7 @@ static BOOL process_attach(void) ...@@ -491,35 +522,7 @@ static BOOL process_attach(void)
screen_depth = desktop_vi->depth; screen_depth = desktop_vi->depth;
XFree(desktop_vi); XFree(desktop_vi);
} }
screen_bpp = depth_to_bpp( screen_depth );
switch(screen_depth) {
case 8:
screen_bpp = 8;
break;
case 15:
/* In GetDeviceCaps MSDN description explicitly states that
* in 15 bpp mode 16 is returned.
*/
/* fall through */
case 16:
screen_bpp = 16;
break;
case 24:
/* This is not necessarily right. X11 always has 24 bits per pixel, but it can run
* with 24 bit framebuffers and 32 bit framebuffers. It doesn't make any difference
* for windowing, but gl applications can get visuals with alpha channels. So we
* should check the framebuffer and/or opengl formats available to find out what the
* framebuffer actually does
*/
screen_bpp = 32;
break;
default:
FIXME("Unexpected X11 depth %d bpp, what to report to app?\n", screen_depth);
screen_bpp = screen_depth;
}
XInternAtoms( display, (char **)atom_names, NB_XATOMS - FIRST_XATOM, False, X11DRV_Atoms ); XInternAtoms( display, (char **)atom_names, NB_XATOMS - FIRST_XATOM, False, X11DRV_Atoms );
......
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