Henri Verbeet : wined3d: Add fallback depth format info for when ARB_depth_texture is not available .

Alexandre Julliard julliard at winehq.org
Tue Sep 24 15:16:48 CDT 2013


Module: wine
Branch: master
Commit: 8eb73cd0e9aaa1d2d4bd922d03b6ee7a51e865ec
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=8eb73cd0e9aaa1d2d4bd922d03b6ee7a51e865ec

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Tue Sep 24 09:48:44 2013 +0200

wined3d: Add fallback depth format info for when ARB_depth_texture is not available.

These use the generic GL_DEPTH_COMPONENT internal format, and can't be used
for texturing.

---

 dlls/wined3d/utils.c |   16 ++++++++++++++++
 1 files changed, 16 insertions(+), 0 deletions(-)

diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index e13e094..920a2fc 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -884,10 +884,18 @@ static const struct wined3d_format_texture_info format_texture_info[] =
             | WINED3DFMT_FLAG_BUMPMAP,
             NV_TEXTURE_SHADER,          NULL},
     /* Depth stencil formats */
+    {WINED3DFMT_D16_LOCKABLE,           GL_DEPTH_COMPONENT,               GL_DEPTH_COMPONENT,                     0,
+            GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
+            WINED3DFMT_FLAG_DEPTH,
+            WINED3D_GL_EXT_NONE,        NULL},
     {WINED3DFMT_D16_LOCKABLE,           GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
             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,
@@ -919,6 +927,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
             WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
             | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
             ARB_FRAMEBUFFER_OBJECT,     NULL},
+    {WINED3DFMT_X8D24_UNORM,            GL_DEPTH_COMPONENT,               GL_DEPTH_COMPONENT,                     0,
+            GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
+            WINED3DFMT_FLAG_DEPTH,
+            WINED3D_GL_EXT_NONE,        NULL},
     {WINED3DFMT_X8D24_UNORM,            GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
             GL_DEPTH_COMPONENT,         GL_UNSIGNED_INT,                  0,
             WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
@@ -936,6 +948,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             4,
             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
             ARB_FRAMEBUFFER_OBJECT,     convert_s4x4_uint_d24_unorm},
+    {WINED3DFMT_D16_UNORM,              GL_DEPTH_COMPONENT,               GL_DEPTH_COMPONENT,                     0,
+            GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
+            WINED3DFMT_FLAG_DEPTH,
+            WINED3D_GL_EXT_NONE,        NULL},
     {WINED3DFMT_D16_UNORM,              GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
             GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
             WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING




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