Matteo Bruni : wined3d: Set GL_DEPTH_TEXTURE_MODE_ARB to GL_INTENSITY.
Alexandre Julliard
julliard at wine.codeweavers.com
Wed Oct 21 10:39:59 CDT 2015
Module: wine
Branch: master
Commit: 41bf97e58a61f8aca430a55c9dbf16b155e72ca0
URL: http://source.winehq.org/git/wine.git/?a=commit;h=41bf97e58a61f8aca430a55c9dbf16b155e72ca0
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Wed Oct 21 00:24:05 2015 +0200
wined3d: Set GL_DEPTH_TEXTURE_MODE_ARB to GL_INTENSITY.
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/surface.c | 1 -
dlls/wined3d/texture.c | 8 +++-----
2 files changed, 3 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 4be666e..320f269 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -3745,7 +3745,6 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
gl_info->gl_ops.gl.p_glBindTexture(bind_target, old_binding);
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 7aa723e..02cb9b9 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -253,6 +253,9 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
gl_tex->sampler_desc.min_filter = WINED3D_TEXF_POINT;
gl_tex->sampler_desc.mip_filter = WINED3D_TEXF_NONE;
}
+
+ if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
}
/* Context activation is done by the caller. */
@@ -362,14 +365,9 @@ void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
if (!sampler_desc->compare != !gl_tex->sampler_desc.compare)
{
if (sampler_desc->compare)
- {
- gl_info->gl_ops.gl.p_glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
- }
else
- {
gl_info->gl_ops.gl.p_glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- }
gl_tex->sampler_desc.compare = sampler_desc->compare;
}
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