diff --git a/src/intf/video/win32/vid_d3d.cpp b/src/intf/video/win32/vid_d3d.cpp index 9998715eb..892163ee9 100644 --- a/src/intf/video/win32/vid_d3d.cpp +++ b/src/intf/video/win32/vid_d3d.cpp @@ -568,12 +568,11 @@ static int vidCreateGameSurfaces() // Determine if we should use a texture format different from the screen format bForceTextureFormat = false; - if (VidSoftFXCheckDepth(nPreScaleEffect, 16) != 32 && nVidScrnDepth > 16 && - ((bDrvOkay && VidSoftFXCheckDepth(nPreScaleEffect, 32) != 32) || - (bDrvOkay && (bVidForce16bit || - (bDoGamma && nVidFullscreen && bVidUseHardwareGamma) || - (bDoGamma && !nVidFullscreen && bHardwareGammaOnly)))) - ) + if ((VidSoftFXCheckDepth(nPreScaleEffect, 16) != 32 && nVidScrnDepth > 16 && + (/*bDrvOkay &&*/ VidSoftFXCheckDepth(nPreScaleEffect, 32) != 32)) || + (/*bDrvOkay &&*/ (bVidForce16bit || + (bDoGamma && nVidFullscreen && bVidUseHardwareGamma) || + (bDoGamma && !nVidFullscreen && bHardwareGammaOnly)))) { memset(&ddpf, 0, sizeof(DDPIXELFORMAT)); @@ -583,24 +582,24 @@ static int vidCreateGameSurfaces() bForceTextureFormat = true; // NOTE: this makes emulation=16bpp } } - - /* { // debug code for the above if-statement :) - int ii; - ii = VidSoftFXCheckDepth(nPreScaleEffect, 16) != 32 && nVidScrnDepth > 16; - bprintf(0, _T("Part1 %d "), ii); - ii = (bDrvOkay || VidSoftFXCheckDepth(nPreScaleEffect, 32) != 32); - bprintf(0, _T("Part2 %d \n"), ii); - ii = (bDoGamma && nVidFullscreen && bVidUseHardwareGamma); - bprintf(0, _T("(bDoGamma && nVidFullscreen && bVidUseHardwareGamma) == [%d]\n"), ii); - ii = (bDoGamma && !nVidFullscreen && bHardwareGammaOnly); - bprintf(0, _T("(bDoGamma && !nVidFullscreen && bHardwareGammaOnly) == [%d]\n"), ii); - bprintf(0, _T("nPreScaleEffect [%X]\n"), nPreScaleEffect); - bprintf(0, _T("VidSoftFXCheckDepth(nPreScaleEffect, 16) [%d]\n"), VidSoftFXCheckDepth(nPreScaleEffect, 16)); - bprintf(0, _T("VidSoftFXCheckDepth(nPreScaleEffect, 32) [%d]\n"), VidSoftFXCheckDepth(nPreScaleEffect, 32)); - bprintf(0, _T("nVidScrnDepth [%X] bDrvOkay [%X]\n"), nVidScrnDepth, bDrvOkay); - bprintf(0, _T("bVidForce16bit[%X] forcetexture[%X]\n"), bVidForce16bit, bForceTextureFormat); - bprintf(0, _T("bDoGamma [%X] nVidFullscreen [%X] bVidUseHardwareGamma [%X] bHardwareGammaOnly [%X]\n"), bDoGamma, nVidFullscreen, bVidUseHardwareGamma, bHardwareGammaOnly); - } +/* + { // debug code for the above if-statement *keep!* :) + int ii; + ii = VidSoftFXCheckDepth(nPreScaleEffect, 16) != 32 && nVidScrnDepth > 16; + bprintf(0, _T("Part1 %d "), ii); + ii = (bDrvOkay || VidSoftFXCheckDepth(nPreScaleEffect, 32) != 32); + bprintf(0, _T("Part2 %d \n"), ii); + ii = (bDoGamma && nVidFullscreen && bVidUseHardwareGamma); + bprintf(0, _T("(bDoGamma && nVidFullscreen && bVidUseHardwareGamma) == [%d]\n"), ii); + ii = (bDoGamma && !nVidFullscreen && bHardwareGammaOnly); + bprintf(0, _T("(bDoGamma && !nVidFullscreen && bHardwareGammaOnly) == [%d]\n"), ii); + bprintf(0, _T("nPreScaleEffect [%X]\n"), nPreScaleEffect); + bprintf(0, _T("VidSoftFXCheckDepth(nPreScaleEffect, 16) [%d]\n"), VidSoftFXCheckDepth(nPreScaleEffect, 16)); + bprintf(0, _T("VidSoftFXCheckDepth(nPreScaleEffect, 32) [%d]\n"), VidSoftFXCheckDepth(nPreScaleEffect, 32)); + bprintf(0, _T("nVidScrnDepth [%X] bDrvOkay [%X]\n"), nVidScrnDepth, bDrvOkay); + bprintf(0, _T("bVidForce16bit[%X] forcetexture[%X]\n"), bVidForce16bit, bForceTextureFormat); + bprintf(0, _T("bDoGamma [%X] nVidFullscreen [%X] bVidUseHardwareGamma [%X] bHardwareGammaOnly [%X]\n"), bDoGamma, nVidFullscreen, bVidUseHardwareGamma, bHardwareGammaOnly); + } */ // Create a secondary surface to render the game image onto for the feedback effect memset(&ddsd, 0, sizeof(ddsd));