Replaced remaining uses of old texture conversion functions in rx objects.

TRAC #22972 Signed-off-by: Jamie Madill Signed-off-by: Nicolas Capens Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2324 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent e9438a55
...@@ -11,6 +11,7 @@ ...@@ -11,6 +11,7 @@
#include "libGLESv2/main.h" #include "libGLESv2/main.h"
#include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/renderer9_utils.h"
#include "libGLESv2/renderer/formatutils9.h"
#include "libGLESv2/renderer/TextureStorage9.h" #include "libGLESv2/renderer/TextureStorage9.h"
#include "libGLESv2/renderer/RenderTarget9.h" #include "libGLESv2/renderer/RenderTarget9.h"
#include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/renderer/Renderer9.h"
...@@ -298,7 +299,7 @@ bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFo ...@@ -298,7 +299,7 @@ bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFo
dest->GetDesc(&destDesc); dest->GetDesc(&destDesc);
if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET && if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET &&
d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat)) // Can use StretchRect d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat, mRenderer->getCurrentClientVersion())) // Can use StretchRect
{ {
RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)}; RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)};
HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT); HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
......
...@@ -16,6 +16,7 @@ ...@@ -16,6 +16,7 @@
#include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/RenderTarget11.h" #include "libGLESv2/renderer/RenderTarget11.h"
#include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/renderer/formatutils11.h"
#include "libGLESv2/renderer/ShaderExecutable11.h" #include "libGLESv2/renderer/ShaderExecutable11.h"
#include "libGLESv2/renderer/SwapChain11.h" #include "libGLESv2/renderer/SwapChain11.h"
#include "libGLESv2/renderer/Image11.h" #include "libGLESv2/renderer/Image11.h"
...@@ -481,8 +482,8 @@ int Renderer11::generateConfigs(ConfigDesc **configDescList) ...@@ -481,8 +482,8 @@ int Renderer11::generateConfigs(ConfigDesc **configDescList)
if (depthStencilFormatOK) if (depthStencilFormatOK)
{ {
ConfigDesc newConfig; ConfigDesc newConfig;
newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat); newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat);
newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat); newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat);
newConfig.multiSample = 0; // FIXME: enumerate multi-sampling newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
newConfig.es3Capable = true; newConfig.es3Capable = true;
...@@ -1483,7 +1484,8 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArra ...@@ -1483,7 +1484,8 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArra
void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
{ {
bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha; bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
clearParams.colorMaskAlpha;
bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) && bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
!(clearParams.colorMaskRed && clearParams.colorMaskGreen && !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
clearParams.colorMaskBlue && alphaUnmasked); clearParams.colorMaskBlue && alphaUnmasked);
...@@ -1491,7 +1493,8 @@ void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer * ...@@ -1491,7 +1493,8 @@ void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *
unsigned int stencilUnmasked = 0x0; unsigned int stencilUnmasked = 0x0;
if (frameBuffer->hasStencil()) if (frameBuffer->hasStencil())
{ {
unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat()); unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
getCurrentClientVersion());
stencilUnmasked = (0x1 << stencilSize) - 1; stencilUnmasked = (0x1 << stencilSize) - 1;
} }
bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) && bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
......
...@@ -16,6 +16,7 @@ ...@@ -16,6 +16,7 @@
#include "libGLESv2/renderer/IndexDataManager.h" #include "libGLESv2/renderer/IndexDataManager.h"
#include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/renderer/Renderer9.h"
#include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/renderer9_utils.h"
#include "libGLESv2/renderer/formatutils9.h"
#include "libGLESv2/renderer/ShaderExecutable9.h" #include "libGLESv2/renderer/ShaderExecutable9.h"
#include "libGLESv2/renderer/SwapChain9.h" #include "libGLESv2/renderer/SwapChain9.h"
#include "libGLESv2/renderer/TextureStorage9.h" #include "libGLESv2/renderer/TextureStorage9.h"
...@@ -45,6 +46,9 @@ ...@@ -45,6 +46,9 @@
#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3 #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
#endif #endif
const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')));
const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')));
namespace rx namespace rx
{ {
static const D3DFORMAT RenderTargetFormats[] = static const D3DFORMAT RenderTargetFormats[] =
...@@ -565,8 +569,8 @@ int Renderer9::generateConfigs(ConfigDesc **configDescList) ...@@ -565,8 +569,8 @@ int Renderer9::generateConfigs(ConfigDesc **configDescList)
if (SUCCEEDED(result)) if (SUCCEEDED(result))
{ {
ConfigDesc newConfig; ConfigDesc newConfig;
newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat); newConfig.renderTargetFormat = d3d9_gl::GetInternalFormat(renderTargetFormat);
newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat); newConfig.depthStencilFormat = d3d9_gl::GetInternalFormat(depthStencilFormat);
newConfig.multiSample = 0; // FIXME: enumerate multi-sampling newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat); newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
newConfig.es3Capable = false; newConfig.es3Capable = false;
...@@ -1782,11 +1786,13 @@ void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *f ...@@ -1782,11 +1786,13 @@ void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *f
unsigned int stencilUnmasked = 0x0; unsigned int stencilUnmasked = 0x0;
if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil()) if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
{ {
unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat()); unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
getCurrentClientVersion());
stencilUnmasked = (0x1 << stencilSize) - 1; stencilUnmasked = (0x1 << stencilSize) - 1;
} }
bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha; bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
clearParams.colorMaskAlpha;
const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) && const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
(clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
......
...@@ -10,6 +10,7 @@ ...@@ -10,6 +10,7 @@
#include "libGLESv2/renderer/SwapChain11.h" #include "libGLESv2/renderer/SwapChain11.h"
#include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/renderer/formatutils11.h"
#include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h" #include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
...@@ -216,7 +217,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei ...@@ -216,7 +217,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
if (offscreenTextureDesc.Width != (UINT)backbufferWidth if (offscreenTextureDesc.Width != (UINT)backbufferWidth
|| offscreenTextureDesc.Height != (UINT)backbufferHeight || offscreenTextureDesc.Height != (UINT)backbufferHeight
|| offscreenTextureDesc.Format != gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat) || offscreenTextureDesc.Format != gl_d3d11::GetTexFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion())
|| offscreenTextureDesc.MipLevels != 1 || offscreenTextureDesc.MipLevels != 1
|| offscreenTextureDesc.ArraySize != 1) || offscreenTextureDesc.ArraySize != 1)
{ {
...@@ -232,7 +233,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei ...@@ -232,7 +233,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
offscreenTextureDesc.Width = backbufferWidth; offscreenTextureDesc.Width = backbufferWidth;
offscreenTextureDesc.Height = backbufferHeight; offscreenTextureDesc.Height = backbufferHeight;
offscreenTextureDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); offscreenTextureDesc.Format = gl_d3d11::GetTexFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
offscreenTextureDesc.MipLevels = 1; offscreenTextureDesc.MipLevels = 1;
offscreenTextureDesc.ArraySize = 1; offscreenTextureDesc.ArraySize = 1;
offscreenTextureDesc.SampleDesc.Count = 1; offscreenTextureDesc.SampleDesc.Count = 1;
...@@ -284,32 +285,43 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei ...@@ -284,32 +285,43 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
} }
} }
} }
HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView);
D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
offscreenRTVDesc.Format = gl_d3d11::GetRTVFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
offscreenRTVDesc.Texture2D.MipSlice = 0;
HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target"); d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target");
result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView); D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
offscreenSRVDesc.Format = gl_d3d11::GetSRVFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
offscreenSRVDesc.Texture2D.MipLevels = -1;
result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource"); d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource");
if (mDepthBufferFormat != GL_NONE) if (mDepthBufferFormat != GL_NONE)
{ {
D3D11_TEXTURE2D_DESC depthStencilDesc = {0}; D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
depthStencilDesc.Width = backbufferWidth; depthStencilTextureDesc.Width = backbufferWidth;
depthStencilDesc.Height = backbufferHeight; depthStencilTextureDesc.Height = backbufferHeight;
depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat); depthStencilTextureDesc.Format = gl_d3d11::GetTexFormat(mDepthBufferFormat, mRenderer->getCurrentClientVersion());
depthStencilDesc.MipLevels = 1; depthStencilTextureDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1; depthStencilTextureDesc.ArraySize = 1;
depthStencilDesc.SampleDesc.Count = 1; depthStencilTextureDesc.SampleDesc.Count = 1;
depthStencilDesc.SampleDesc.Quality = 0; depthStencilTextureDesc.SampleDesc.Quality = 0;
depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDesc.CPUAccessFlags = 0; depthStencilTextureDesc.CPUAccessFlags = 0;
depthStencilDesc.MiscFlags = 0; depthStencilTextureDesc.MiscFlags = 0;
result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture); result = device->CreateTexture2D(&depthStencilTextureDesc, NULL, &mDepthStencilTexture);
if (FAILED(result)) if (FAILED(result))
{ {
ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result); ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
...@@ -326,7 +338,13 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei ...@@ -326,7 +338,13 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
} }
d3d11::SetDebugName(mDepthStencilTexture, "Depth stencil texture"); d3d11::SetDebugName(mDepthStencilTexture, "Depth stencil texture");
result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView); D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
depthStencilDesc.Format = gl_d3d11::GetDSVFormat(mDepthBufferFormat, mRenderer->getCurrentClientVersion());
depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilDesc.Flags = 0;
depthStencilDesc.Texture2D.MipSlice = 0;
result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView);
ASSERT(SUCCEEDED(result)); ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view"); d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view");
} }
...@@ -384,7 +402,7 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight) ...@@ -384,7 +402,7 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
} }
// Resize swap chain // Resize swap chain
DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::GetTexFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
HRESULT result = mSwapChain->ResizeBuffers(2, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0); HRESULT result = mSwapChain->ResizeBuffers(2, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0);
if (FAILED(result)) if (FAILED(result))
...@@ -480,7 +498,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap ...@@ -480,7 +498,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
DXGI_SWAP_CHAIN_DESC swapChainDesc = {0}; DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
swapChainDesc.BufferCount = 2; swapChainDesc.BufferCount = 2;
swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); swapChainDesc.BufferDesc.Format = gl_d3d11::GetTexFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
swapChainDesc.BufferDesc.Width = backbufferWidth; swapChainDesc.BufferDesc.Width = backbufferWidth;
swapChainDesc.BufferDesc.Height = backbufferHeight; swapChainDesc.BufferDesc.Height = backbufferHeight;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
......
...@@ -9,6 +9,7 @@ ...@@ -9,6 +9,7 @@
#include "libGLESv2/renderer/SwapChain9.h" #include "libGLESv2/renderer/SwapChain9.h"
#include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/renderer9_utils.h"
#include "libGLESv2/renderer/formatutils9.h"
#include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/renderer/Renderer9.h"
namespace rx namespace rx
...@@ -138,8 +139,8 @@ EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapI ...@@ -138,8 +139,8 @@ EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapI
} }
result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET, result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT, gl_d3d9::GetTexureFormat(mBackBufferFormat, mRenderer),
&mOffscreenTexture, pShareHandle); D3DPOOL_DEFAULT, &mOffscreenTexture, pShareHandle);
if (FAILED(result)) if (FAILED(result))
{ {
ERR("Could not create offscreen texture: %08lX", result); ERR("Could not create offscreen texture: %08lX", result);
...@@ -189,9 +190,9 @@ EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapI ...@@ -189,9 +190,9 @@ EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapI
if (mWindow) if (mWindow)
{ {
D3DPRESENT_PARAMETERS presentParameters = {0}; D3DPRESENT_PARAMETERS presentParameters = {0};
presentParameters.AutoDepthStencilFormat = gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat); presentParameters.AutoDepthStencilFormat = gl_d3d9::GetRenderFormat(mDepthBufferFormat, mRenderer);
presentParameters.BackBufferCount = 1; presentParameters.BackBufferCount = 1;
presentParameters.BackBufferFormat = gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat); presentParameters.BackBufferFormat = gl_d3d9::GetRenderFormat(mBackBufferFormat, mRenderer);
presentParameters.EnableAutoDepthStencil = FALSE; presentParameters.EnableAutoDepthStencil = FALSE;
presentParameters.Flags = 0; presentParameters.Flags = 0;
presentParameters.hDeviceWindow = mWindow; presentParameters.hDeviceWindow = mWindow;
...@@ -243,7 +244,7 @@ EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapI ...@@ -243,7 +244,7 @@ EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapI
if (mDepthBufferFormat != GL_NONE) if (mDepthBufferFormat != GL_NONE)
{ {
result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight, result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight,
gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat), gl_d3d9::GetRenderFormat(mDepthBufferFormat, mRenderer),
D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL); D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL);
if (FAILED(result)) if (FAILED(result))
......
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