Implement render targets using either textures, swapchains or
standalone surfaces.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e634437..4513697 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -394,7 +394,6 @@
/* Internal use fields */
D3DDEVICE_CREATION_PARAMETERS createParms;
- D3DPRESENT_PARAMETERS presentParms;
UINT adapterNo;
D3DDEVTYPE devType;
@@ -403,8 +402,6 @@
int numberOfSwapChains;
/* Render Target Support */
- IWineD3DSurface *frontBuffer;
- IWineD3DSurface *backBuffer;
IWineD3DSurface *depthStencilBuffer;
IWineD3DSurface *renderTarget;
@@ -850,6 +847,9 @@
GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
+int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
+
+
/*****************************************************************************
* To enable calling of inherited functions, requires prototypes
*