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opengl32: Prioritize stencil check over depth check in wglChoosePixelFormat().
Patch by Matteo Bruni. Signed-off-by: Paul Gofman <pgofman@codeweavers.com>
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@ -564,18 +564,6 @@ INT WINAPI wglChoosePixelFormat(HDC hdc, const PIXELFORMATDESCRIPTOR* ppfd)
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continue;
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}
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}
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if (ppfd->cDepthBits && !(ppfd->dwFlags & PFD_DEPTH_DONTCARE))
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{
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if (((ppfd->cDepthBits > best.cDepthBits) && (format.cDepthBits > best.cDepthBits)) ||
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((format.cDepthBits >= ppfd->cDepthBits) && (format.cDepthBits < best.cDepthBits)))
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goto found;
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if (best.cDepthBits != format.cDepthBits)
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{
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TRACE( "depth mismatch for iPixelFormat=%d\n", i );
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continue;
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}
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}
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if (ppfd->cStencilBits)
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{
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if (((ppfd->cStencilBits > best.cStencilBits) && (format.cStencilBits > best.cStencilBits)) ||
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@ -588,6 +576,18 @@ INT WINAPI wglChoosePixelFormat(HDC hdc, const PIXELFORMATDESCRIPTOR* ppfd)
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continue;
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}
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}
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if (ppfd->cDepthBits && !(ppfd->dwFlags & PFD_DEPTH_DONTCARE))
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{
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if (((ppfd->cDepthBits > best.cDepthBits) && (format.cDepthBits > best.cDepthBits)) ||
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((format.cDepthBits >= ppfd->cDepthBits) && (format.cDepthBits < best.cDepthBits)))
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goto found;
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if (best.cDepthBits != format.cDepthBits)
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{
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TRACE( "depth mismatch for iPixelFormat=%d\n", i );
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continue;
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}
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}
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if (ppfd->cAuxBuffers)
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{
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if (((ppfd->cAuxBuffers > best.cAuxBuffers) && (format.cAuxBuffers > best.cAuxBuffers)) ||
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