Chris Robinson : wined3d: Use 8 bits-per-component for the PBO test internal format.

Alexandre Julliard julliard at winehq.org
Mon Aug 25 06:20:26 CDT 2008


Module: wine
Branch: master
Commit: eca8577d5368dbbbcce0f81a1d851934446895de
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=eca8577d5368dbbbcce0f81a1d851934446895de

Author: Chris Robinson <chris.kcat at gmail.com>
Date:   Sat Aug 23 14:14:10 2008 -0700

wined3d: Use 8 bits-per-component for the PBO test internal format.

GL_RGBA doesn't gaurantee an internal storage depth, which can cause the test 
to fail if it's stored with less than 8 bits of precision. Some nVidia 
drivers would actually store with 4 bits of precision.

---

 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 c55d66c..6927052 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3707,7 +3707,7 @@ static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
     while(glGetError());
     glGenTextures(1, &texture);
     glBindTexture(GL_TEXTURE_2D, texture);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
     checkGLcall("Specifying the PBO test texture\n");
 
     GL_EXTCALL(glGenBuffersARB(1, &pbo));




More information about the wine-cvs mailing list