[PATCH 3/5] wined3d: Use GL_DEPTH_COMPONENT as internal format for depth_blt_texture.
Henri Verbeet
hverbeet at codeweavers.com
Tue Jun 7 04:06:26 CDT 2011
This also changes the texture level to always be zero while we're at it. In
practice depth/stencil textures should rarely have multiple levels, if ever,
but only 0 makes sense here.
---
dlls/wined3d/surface.c | 9 ++++++++-
1 files changed, 8 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index c5c526b..ad217fc 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -5707,7 +5707,14 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
bind_target = GL_TEXTURE_2D;
}
glBindTexture(bind_target, device->depth_blt_texture);
- glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
+ /* We use GL_DEPTH_COMPONENT instead of the surface's specific
+ * internal format, because the internal format might include stencil
+ * data. In principle we should copy stencil data as well, but unless
+ * the driver supports stencil export it's hard to do, and doesn't
+ * seem to be needed in practice. If the hardware doesn't support
+ * writing stencil data, the glCopyTexImage2D() call might trigger
+ * software fallbacks. */
+ glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
--
1.7.3.4
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