[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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