auxBuffers = TRUE;
if (color_format_desc->format == WINED3DFMT_B4G4R4X4_UNORM)
- color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, &This->adapter->gl_info);
+ color_format_desc = getFormatDescEntry(WINED3DFMT_B4G4R4A4_UNORM, gl_info);
else if (color_format_desc->format == WINED3DFMT_B8G8R8X8_UNORM)
- color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
+ color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
}
/* DirectDraw supports 8bit paletted render targets and these are used by
* For this reason we require a format with 8bit alpha, so request
* A8R8G8B8. */
if (color_format_desc->format == WINED3DFMT_P8_UINT)
- color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->adapter->gl_info);
+ color_format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
/* Retrieve the depth stencil format from the present parameters.
* The choice of the proper format can give a nice performance boost
{
TRACE("Auto depth stencil enabled, using format %s.\n",
debug_d3dformat(pPresentParms->AutoDepthStencilFormat));
- ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, &This->adapter->gl_info);
+ ds_format_desc = getFormatDescEntry(pPresentParms->AutoDepthStencilFormat, gl_info);
}
/* D3D only allows multisampling when SwapEffect is set to WINED3DSWAPEFFECT_DISCARD. */
goto out;
}
- ret->gl_info = &This->adapter->gl_info;
+ ret->gl_info = gl_info;
/* Mark all states dirty to force a proper initialization of the states
* on the first use of the context. */