[PATCH 5/5] d3d11: Don't explicitly check for cube map support.
Matteo Bruni
mbruni at codeweavers.com
Tue Dec 1 12:11:29 CST 2020
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
Always consider them supported whenever the format is otherwise
available instead. The idea is to avoid referring to
WINED3DUSAGE_LEGACY_CUBEMAP in d3d11.
dlls/d3d11/device.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 2a08d2b1e65..50e8cd58fe2 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -3315,7 +3315,6 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CheckFormatSupport(ID3D11Device2 *
{WINED3D_RTYPE_TEXTURE_1D, WINED3D_BIND_SHADER_RESOURCE, 0, D3D11_FORMAT_SUPPORT_TEXTURE1D},
{WINED3D_RTYPE_TEXTURE_2D, WINED3D_BIND_SHADER_RESOURCE, 0, D3D11_FORMAT_SUPPORT_TEXTURE2D},
{WINED3D_RTYPE_TEXTURE_3D, WINED3D_BIND_SHADER_RESOURCE, 0, D3D11_FORMAT_SUPPORT_TEXTURE3D},
- {WINED3D_RTYPE_TEXTURE_2D, WINED3D_BIND_SHADER_RESOURCE, WINED3DUSAGE_LEGACY_CUBEMAP, D3D11_FORMAT_SUPPORT_TEXTURECUBE},
{WINED3D_RTYPE_NONE, WINED3D_BIND_RENDER_TARGET, 0, D3D11_FORMAT_SUPPORT_RENDER_TARGET},
{WINED3D_RTYPE_NONE, WINED3D_BIND_DEPTH_STENCIL, 0, D3D11_FORMAT_SUPPORT_DEPTH_STENCIL},
{WINED3D_RTYPE_NONE, WINED3D_BIND_UNORDERED_ACCESS, 0, D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW},
@@ -3364,6 +3363,7 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CheckFormatSupport(ID3D11Device2 *
{
*format_support |= D3D11_FORMAT_SUPPORT_SHADER_LOAD;
*format_support |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
+ *format_support |= D3D11_FORMAT_SUPPORT_TEXTURECUBE;
if (feature_level >= D3D_FEATURE_LEVEL_10_1)
*format_support |= D3D11_FORMAT_SUPPORT_SHADER_GATHER;
--
2.26.2
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