[PATCH 2/4] wined3d: Keep track of renderbuffer capabilities.

Henri Verbeet hverbeet at gmail.com
Thu Apr 30 15:33:18 CDT 2015


On 30 April 2015 at 21:45, Stefan Dösinger <stefandoesinger at gmail.com> wrote:
>>> +        if ((rt_format->flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_RENDERTARGET)
>>> +                && (ds_format->flags[WINED3D_GL_RES_TYPE_RB] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
>> This is actually wrong. At least, as long as we don't allow (plain)
>> renderbuffers to be used for FBO attachments. There's nothing in the
>> spec that says formats that can be used for color rendering with
>> renderbuffers have to be available for color rendering with textures
>> as well, and in fact that's much of the reason for this patch set.
> I'm not really making a distinction between "is this format a depth
> stencil format" and "Can a resource with this type and format be
> created". Maybe we should add some WINED3DFMT_FLAG_SUPPORTED flag and
> check it in resource_init regardless of what the app requests?
>
I think WINED3DFMT_FLAG_FBO_ATTACHABLE mostly does what we want as
long as FBO ORM is used, perhaps it should be generalized to e.g.
WINED3DFMT_FLAG_RENDERABLE.



More information about the wine-devel mailing list