[Bug 21708] d3d is trying to use GL_DEPTH_TEXTURE_MODE_ARB when driver doesn't support ARB_depth_texture

wine-bugs at winehq.org wine-bugs at winehq.org
Mon May 10 11:47:48 CDT 2010


http://bugs.winehq.org/show_bug.cgi?id=21708


Stefan Dösinger <stefandoesinger at gmx.at> changed:

           What    |Removed                     |Added
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                 CC|                            |stefandoesinger at gmx.at




--- Comment #5 from Stefan Dösinger <stefandoesinger at gmx.at>  2010-05-10 11:47:48 ---
I haven't done any serious work on my ATI radeon 9000 for a while. It sounds as
if depth testing is working fine with a GL_DEPTH_COMPONENT texture attached to
a FBO, but since GL_ARB_depth_texture isn't supported it can't be used for
sampling from the texture.

This would be a reasonable thing in terms of hardware support. FBOs without
depth buffers are useless, but it's just fine to use the texture for the depth
test only, and not for shadows. However, I'm not quite sure how legal this is
from a GL API perspective, because technically DEPTH_COMPONENT cannot be used
for creating a texture without depth_texture support.

I can see 3 possibilities:
1) We can use renderbuffers(not texturable GL surfaces)
2) We make this a driver quirk and just test for the depth texture mode set
error
3) The Mesa devs push out a new extension to clarify the situation

I think (1) is the best thing to do(if it works), but it's a lot of
infrastructure work. We need it for multisampling though.

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