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d3d8: Introduce a helper function to create a wined3d_swapchain_desc from D3DPRESENT_PARAMETERS.
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parent
c98725ccc3
commit
b4d0b4e452
1 changed files with 24 additions and 48 deletions
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@ -164,6 +164,27 @@ static UINT vertex_count_from_primitive_count(D3DPRIMITIVETYPE primitive_type, U
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}
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}
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static void wined3d_swapchain_desc_from_present_parameters(struct wined3d_swapchain_desc *swapchain_desc,
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const D3DPRESENT_PARAMETERS *present_parameters)
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{
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swapchain_desc->backbuffer_width = present_parameters->BackBufferWidth;
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swapchain_desc->backbuffer_height = present_parameters->BackBufferHeight;
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swapchain_desc->backbuffer_format = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
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swapchain_desc->backbuffer_count = max(1, present_parameters->BackBufferCount);
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swapchain_desc->multisample_type = present_parameters->MultiSampleType;
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swapchain_desc->multisample_quality = 0; /* d3d9 only */
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swapchain_desc->swap_effect = present_parameters->SwapEffect;
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swapchain_desc->device_window = present_parameters->hDeviceWindow;
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swapchain_desc->windowed = present_parameters->Windowed;
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swapchain_desc->enable_auto_depth_stencil = present_parameters->EnableAutoDepthStencil;
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swapchain_desc->auto_depth_stencil_format
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= wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
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swapchain_desc->flags = present_parameters->Flags;
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swapchain_desc->refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
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swapchain_desc->swap_interval = present_parameters->FullScreen_PresentationInterval;
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swapchain_desc->auto_restore_display_mode = TRUE;
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}
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/* Handle table functions */
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static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enum d3d8_handle_type type)
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{
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@ -511,22 +532,7 @@ static HRESULT WINAPI d3d8_device_CreateAdditionalSwapChain(IDirect3DDevice8 *if
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TRACE("iface %p, present_parameters %p, swapchain %p.\n",
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iface, present_parameters, swapchain);
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desc.backbuffer_width = present_parameters->BackBufferWidth;
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desc.backbuffer_height = present_parameters->BackBufferHeight;
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desc.backbuffer_format = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
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desc.backbuffer_count = max(1, present_parameters->BackBufferCount);
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desc.multisample_type = present_parameters->MultiSampleType;
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desc.multisample_quality = 0; /* d3d9 only */
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desc.swap_effect = present_parameters->SwapEffect;
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desc.device_window = present_parameters->hDeviceWindow;
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desc.windowed = present_parameters->Windowed;
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desc.enable_auto_depth_stencil = present_parameters->EnableAutoDepthStencil;
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desc.auto_depth_stencil_format = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
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desc.flags = present_parameters->Flags;
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desc.refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
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desc.swap_interval = present_parameters->FullScreen_PresentationInterval;
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desc.auto_restore_display_mode = TRUE;
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wined3d_swapchain_desc_from_present_parameters(&desc, present_parameters);
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if (SUCCEEDED(hr = d3d8_swapchain_create(device, &desc, &object)))
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*swapchain = &object->IDirect3DSwapChain8_iface;
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@ -585,23 +591,7 @@ static HRESULT WINAPI d3d8_device_Reset(IDirect3DDevice8 *iface,
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TRACE("iface %p, present_parameters %p.\n", iface, present_parameters);
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wined3d_mutex_lock();
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swapchain_desc.backbuffer_width = present_parameters->BackBufferWidth;
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swapchain_desc.backbuffer_height = present_parameters->BackBufferHeight;
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swapchain_desc.backbuffer_format = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
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swapchain_desc.backbuffer_count = max(1, present_parameters->BackBufferCount);
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swapchain_desc.multisample_type = present_parameters->MultiSampleType;
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swapchain_desc.multisample_quality = 0; /* d3d9 only */
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swapchain_desc.swap_effect = present_parameters->SwapEffect;
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swapchain_desc.device_window = present_parameters->hDeviceWindow;
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swapchain_desc.windowed = present_parameters->Windowed;
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swapchain_desc.enable_auto_depth_stencil = present_parameters->EnableAutoDepthStencil;
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swapchain_desc.auto_depth_stencil_format = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
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swapchain_desc.flags = present_parameters->Flags;
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swapchain_desc.refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
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swapchain_desc.swap_interval = present_parameters->FullScreen_PresentationInterval;
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swapchain_desc.auto_restore_display_mode = TRUE;
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wined3d_swapchain_desc_from_present_parameters(&swapchain_desc, present_parameters);
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if (SUCCEEDED(hr = wined3d_device_reset(device->wined3d_device, &swapchain_desc, reset_enum_callback)))
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{
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hr = wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_POINTSIZE_MIN, 0);
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@ -3069,21 +3059,7 @@ HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wine
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if (flags & D3DCREATE_MULTITHREADED)
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wined3d_device_set_multithreaded(device->wined3d_device);
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swapchain_desc.backbuffer_width = parameters->BackBufferWidth;
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swapchain_desc.backbuffer_height = parameters->BackBufferHeight;
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swapchain_desc.backbuffer_format = wined3dformat_from_d3dformat(parameters->BackBufferFormat);
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swapchain_desc.backbuffer_count = max(1, parameters->BackBufferCount);
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swapchain_desc.multisample_type = parameters->MultiSampleType;
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swapchain_desc.multisample_quality = 0; /* d3d9 only */
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swapchain_desc.swap_effect = parameters->SwapEffect;
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swapchain_desc.device_window = parameters->hDeviceWindow;
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swapchain_desc.windowed = parameters->Windowed;
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swapchain_desc.enable_auto_depth_stencil = parameters->EnableAutoDepthStencil;
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swapchain_desc.auto_depth_stencil_format = wined3dformat_from_d3dformat(parameters->AutoDepthStencilFormat);
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swapchain_desc.flags = parameters->Flags;
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swapchain_desc.refresh_rate = parameters->FullScreen_RefreshRateInHz;
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swapchain_desc.swap_interval = parameters->FullScreen_PresentationInterval;
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swapchain_desc.auto_restore_display_mode = TRUE;
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wined3d_swapchain_desc_from_present_parameters(&swapchain_desc, parameters);
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hr = wined3d_device_init_3d(device->wined3d_device, &swapchain_desc);
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if (FAILED(hr))
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