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));
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