[PATCH 3/6] wined3d: Don't use the GL texture flags to determine if a format is a depth stencil in CheckDepthStencilCapability().
Henri Verbeet
hverbeet at codeweavers.com
Mon Aug 3 01:06:50 CDT 2009
The OpenGL implementation might not support ARB_depth_texture, but that
doesn't mean we can't use the format for the depth buffer.
---
dlls/wined3d/directx.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index e6fb1c7..81f81db 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2698,7 +2698,7 @@ static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
int it=0;
/* Only allow depth/stencil formats */
- if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
+ if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
/* Walk through all WGL pixel formats to find a match */
for (it = 0; it < adapter->nCfgs; ++it)
--
1.6.0.6
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