[1/3] WineD3D: check the GL flags in CheckDepthStencilCapability, not the static info

Henri Verbeet hverbeet at gmail.com
Thu Mar 25 04:17:24 CDT 2010


On 25 March 2010 10:02, Stefan Dösinger <stefan at codeweavers.com> wrote:
> Good point. Maybe we should only look at those flags when we're using FBOs? I
> think the other format checking functions handle it that way, I wondered why.
Probably.

> GL_EXT_framebuffer_object doesn't require GL_ARB_depth_texure, so technically
> we might end up using FBOs without depth texture support. Possibility 1 is
> that DEPTH_COMPONENT render buffers are still supposed to work, possibility 2
> is that FBO rendering can't support depth buffers, which would make them
> useless for our purpose.
>
I think render buffers would still depend on formats exposed
ARB_depth_texture. We could simply disable FBOs if neither
ARB_depth_texture or any of the packed_depth_stencil variants is
suppoerted, but it's probably unlikely enough that we can just worry
about that if we ever hit it.



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