[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
Fri Nov 23 03:13:54 CST 2012


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

Stefan Dösinger <stefan at codeweavers.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|UNCONFIRMED                 |NEW
     Ever Confirmed|0                           |1

--- Comment #19 from Stefan Dösinger <stefan at codeweavers.com> 2012-11-23 03:13:54 CST ---
I had a quick look at the FBO capabilities of the r200 driver. A depth
renderbuffer seems to work as expected(the depth test works ok) and overall
EXT_fbo functionality is there as well. There's no ARB_fbo or EXT_fbo_blit
support though.

The non-fbo-blit swapchain present code is broken. The first problem I
identified is that we don't bind the backbuffer texture when we try to draw the
textured quad onto the window. With that fixed, the d3d sdk samples show the
clear background color rather than black. There is some other problem that
seems to prevent draws from succeeding, and I haven't found this yet.

Making wined3d use renderbuffers instead of textures for the depth stencil will
be harder. I probably won't implement this for this card alone, unless a lot of
people who still use this card or a r100 one show up. There are other
motivations for using rbs, like possible performance improvements. If/when the
time comes to do this work I'll keep the r200 GPU in mind.

Also the performance of the r200 driver is still crap, compared to the
performance it had prior to the introduction of KMS. That applies to Wine and
Linux-native games.

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