Based on idea from Matteo.
Signed-off-by: Jactry Zeng <jzeng(a)codeweavers.com>
---
dlls/wined3d/utils.c | 8 --------
1 file changed, 8 deletions(-)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index a83d444fba..e9eaf311ad 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -1777,14 +1777,6 @@ static const struct wined3d_format_texture_info
format_texture_info[] =
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
- {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT,
GL_DEPTH_COMPONENT, 0,
- GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
- WINED3DFMT_FLAG_DEPTH,
- WINED3D_GL_EXT_NONE, NULL},
- {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB,
GL_DEPTH_COMPONENT32_ARB, 0,
- GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
- WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
- ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16,
GL_DEPTH_COMPONENT16, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
--
2.20.1
Show replies by date
On Wed, 22 May 2019 at 12:27, Jactry Zeng <jzeng(a)codeweavers.com> wrote:
Based on idea from Matteo.
This change is probably ok. Assuming for the sake of argument that I
don't have access to CodeWeavers' internal bug tracker though, why
would we want to do this?
On Mon, Jun 10, 2019 at 8:03 PM Henri Verbeet <hverbeet(a)gmail.com> wrote:
On Wed, 22 May 2019 at 12:27, Jactry Zeng <jzeng(a)codeweavers.com> wrote:
Based on idea from Matteo.
This change is probably ok. Assuming for the sake of argument that I
don't have access to CodeWeavers' internal bug tracker though, why
would we want to do this?
It turns out that D32_UNORM is never supported on d3d in practice.
Exposing it might confuse applications, which is exactly what happens
for the Steam version of Metal Slug (1, 2, 3 and X) and other games
(mostly other NEOGEO ports). There are a number of issue reports for
Proton related to this, e.g.
https://github.com/ValveSoftware/Proton/issues/1173.
On Thu, 13 Jun 2019 at 13:25, Matteo Bruni <matteo.mystral(a)gmail.com> wrote:
On Mon, Jun 10, 2019 at 8:03 PM Henri Verbeet
<hverbeet(a)gmail.com> wrote:
This change is probably ok. Assuming for the sake
of argument that I
don't have access to CodeWeavers' internal bug tracker though, why
would we want to do this?
It turns out that D32_UNORM is never supported on d3d in practice.
Exposing it might confuse applications, which is exactly what happens
for the Steam version of Metal Slug (1, 2, 3 and X) and other games
(mostly other NEOGEO ports). There are a number of issue reports for
Proton related to this, e.g.
https://github.com/ValveSoftware/Proton/issues/1173.
Well, yes, but the point is that that kind of information should be in
the code. See also e.g. the comment at the top of
format_texture_info[].