DDPixelFormat->u2.dwStencilBitDepth = 0;
DDPixelFormat->u3.dwZBitMask = 0x0000FFFF;
DDPixelFormat->u4.dwStencilBitMask = 0x0;
- DDPixelFormat->u5.dwRGBZBitMask = 0x0000FFFF;
+ DDPixelFormat->u5.dwRGBZBitMask = 0x00000000;
break;
case WINED3DFMT_D32:
DDPixelFormat->u2.dwStencilBitDepth = 0;
DDPixelFormat->u3.dwZBitMask = 0xFFFFFFFF;
DDPixelFormat->u4.dwStencilBitMask = 0x0;
- DDPixelFormat->u5.dwRGBZBitMask = 0xFFFFFFFF;
+ DDPixelFormat->u5.dwRGBZBitMask = 0x00000000;
break;
case WINED3DFMT_D24X4S4:
DDPixelFormat->dwFlags = DDPF_ZBUFFER | DDPF_STENCILBUFFER;
DDPixelFormat->dwFourCC = 0;
/* Should I set dwZBufferBitDepth to 32 here? */
- DDPixelFormat->u1.dwZBufferBitDepth = 24;
+ DDPixelFormat->u1.dwZBufferBitDepth = 32;
DDPixelFormat->u2.dwStencilBitDepth = 4;
- DDPixelFormat->u3.dwZBitMask = 0x0;
- DDPixelFormat->u4.dwStencilBitMask = 0x0;
+ DDPixelFormat->u3.dwZBitMask = 0x00FFFFFF;
+ DDPixelFormat->u4.dwStencilBitMask = 0x0F000000;
DDPixelFormat->u5.dwRGBAlphaBitMask = 0x0;
break;
DDPixelFormat->dwFlags = DDPF_ZBUFFER | DDPF_STENCILBUFFER;
DDPixelFormat->dwFourCC = 0;
/* Should I set dwZBufferBitDepth to 32 here? */
- DDPixelFormat->u1.dwZBufferBitDepth = 24;
+ DDPixelFormat->u1.dwZBufferBitDepth = 32;
DDPixelFormat->u2.dwStencilBitDepth = 8;
- DDPixelFormat->u3.dwZBitMask = 0x0;
- DDPixelFormat->u4.dwStencilBitMask = 0x0;
+ DDPixelFormat->u3.dwZBitMask = 0x00FFFFFFFF;
+ DDPixelFormat->u4.dwStencilBitMask = 0xFF000000;
DDPixelFormat->u5.dwRGBAlphaBitMask = 0x0;
break;
case WINED3DFMT_D24X8:
DDPixelFormat->dwFlags = DDPF_ZBUFFER;
DDPixelFormat->dwFourCC = 0;
- DDPixelFormat->u1.dwZBufferBitDepth = 24;
- DDPixelFormat->u2.dwStencilBitDepth = 8;
- DDPixelFormat->u3.dwZBitMask = 0x0;
- DDPixelFormat->u4.dwStencilBitMask = 0x0;
+ DDPixelFormat->u1.dwZBufferBitDepth = 32;
+ DDPixelFormat->u2.dwStencilBitDepth = 0;
+ DDPixelFormat->u3.dwZBitMask = 0x00FFFFFFFF;
+ DDPixelFormat->u4.dwStencilBitMask = 0x00000000;
DDPixelFormat->u5.dwRGBAlphaBitMask = 0x0;
break;
case WINED3DFMT_D15S1:
DDPixelFormat->dwFlags = DDPF_ZBUFFER | DDPF_STENCILBUFFER;
DDPixelFormat->dwFourCC = 0;
- /* Should I set dwZBufferBitDepth to 16 here? */
- DDPixelFormat->u1.dwZBufferBitDepth = 15;
+ DDPixelFormat->u1.dwZBufferBitDepth = 16;
DDPixelFormat->u2.dwStencilBitDepth = 1;
- DDPixelFormat->u3.dwZBitMask = 0x0;
- DDPixelFormat->u4.dwStencilBitMask = 0x0;
+ DDPixelFormat->u3.dwZBitMask = 0x7fff;
+ DDPixelFormat->u4.dwStencilBitMask = 0x8000;
DDPixelFormat->u5.dwRGBAlphaBitMask = 0x0;
break;
switch(DDPixelFormat->u1.dwZBufferBitDepth)
{
case 8:
- ERR("8 Bits Z+Stencil buffer pixelformat is not supported. Returning WINED3DFMT_UNKNOWN\n");
+ FIXME("8 Bits Z+Stencil buffer pixelformat is not supported. Returning WINED3DFMT_UNKNOWN\n");
return WINED3DFMT_UNKNOWN;
case 15:
+ FIXME("15 bit depth buffer not handled yet, assuming 16 bit\n");
case 16:
if(DDPixelFormat->u2.dwStencilBitDepth == 1)
return WINED3DFMT_D15S1;
- ERR("Don't know how to handle a 16 bit Z buffer with %d bit stencil buffer pixelformat\n", DDPixelFormat->u2.dwStencilBitDepth);
+ FIXME("Don't know how to handle a 16 bit Z buffer with %d bit stencil buffer pixelformat\n", DDPixelFormat->u2.dwStencilBitDepth);
return WINED3DFMT_UNKNOWN;
case 24:
- ERR("Don't know how to handle a 24 bit depth buffer with stencil bits\n");
+ FIXME("Don't know how to handle a 24 bit depth buffer with stencil bits\n");
return WINED3DFMT_D24S8;
case 32:
return WINED3DFMT_D16;
case 24:
- return WINED3DFMT_D24X8;
-
+ FIXME("24 Bit depth buffer, treating like a 32 bit one\n");
case 32:
- return WINED3DFMT_D32;
+ if(DDPixelFormat->u3.dwZBitMask == 0x00FFFFFF) {
+ return WINED3DFMT_D24X8;
+ } else if(DDPixelFormat->u3.dwZBitMask == 0xFFFFFFFF) {
+ return WINED3DFMT_D32;
+ }
+ FIXME("Unhandled 32 bit depth buffer bitmasks, returning WINED3DFMT_D24X8\n");
+ return WINED3DFMT_D24X8; /* That's most likely to make games happy */
default:
ERR("Unsupported Z buffer depth %d\n", DDPixelFormat->u1.dwZBufferBitDepth);