Clarify config enumeration
TRAC #12170
Signed-off-by: Shannon Woods
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@247 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libEGL/Display.cpp b/src/libEGL/Display.cpp
index 175cb17..cef6d6f 100644
--- a/src/libEGL/Display.cpp
+++ b/src/libEGL/Display.cpp
@@ -74,10 +74,10 @@
if (caps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE) {minSwapInterval = std::min(minSwapInterval, 3); maxSwapInterval = std::max(maxSwapInterval, 3);}
if (caps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR) {minSwapInterval = std::min(minSwapInterval, 4); maxSwapInterval = std::max(maxSwapInterval, 4);}
- const D3DFORMAT adapterFormats[] =
+ const D3DFORMAT renderTargetFormats[] =
{
D3DFMT_A1R5G5B5,
- //D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
+ // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
D3DFMT_A8R8G8B8,
D3DFMT_R5G6B5,
D3DFMT_X1R5G5B5,
@@ -100,9 +100,9 @@
D3DDISPLAYMODE currentDisplayMode;
mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
- for (int formatIndex = 0; formatIndex < sizeof(adapterFormats) / sizeof(D3DFORMAT); formatIndex++)
+ for (int formatIndex = 0; formatIndex < sizeof(renderTargetFormats) / sizeof(D3DFORMAT); formatIndex++)
{
- D3DFORMAT renderTargetFormat = adapterFormats[formatIndex];
+ D3DFORMAT renderTargetFormat = renderTargetFormats[formatIndex];
HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
@@ -115,7 +115,7 @@
if (SUCCEEDED(result))
{
- HRESULT result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat); // FIXME: Only accept color formats available both in fullscreen and windowed?
+ HRESULT result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
if (SUCCEEDED(result))
{