[PATCH 4/4] wined3d: Don't use depth textures without ARB_depth_texture.

Henri Verbeet hverbeet at gmail.com
Thu Apr 30 04:09:26 CDT 2015


On 30 April 2015 at 00:00, Stefan Dösinger <stefan at codeweavers.com> wrote:
> +            if (!gl_info->supported[ARB_DEPTH_TEXTURE])
> +            {
> +                static const unsigned int depth_flags = WINED3DFMT_FLAG_SHADOW | WINED3DFMT_FLAG_DEPTH
> +                        | WINED3DFMT_FLAG_STENCIL;
> +                format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~depth_flags;
> +                format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~depth_flags;
> +                format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~depth_flags;
> +                format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~depth_flags;
> +                format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~depth_flags;
> +            }
This is wrong for the reasons mentioned in patch 2/4, but it should
also be unnecessary. WINED3DFMT_FLAG_TEXTURE is supposed to indicate
if you can use a format for texturing or not.



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