[PATCH 5/5] wined3d: Disable depth textures with backbuffer ORM.
Matteo Bruni
mbruni at codeweavers.com
Mon Jul 13 06:43:30 CDT 2020
We don't have any way to copy the depth buffer from the DRAWABLE to the
TEXTURE location, aside from FBOs.
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/wined3d/directx.c | 6 ++++++
1 file changed, 6 insertions(+)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index f490fc65b2ba..d455960eeb62 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1747,6 +1747,12 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d,
if (bind_flags == WINED3D_BIND_DEPTH_STENCIL && gl_type == WINED3D_GL_RES_TYPE_TEX_3D)
continue;
+ if (!(~bind_flags & (WINED3D_BIND_DEPTH_STENCIL | WINED3D_BIND_SHADER_RESOURCE))
+ && wined3d_settings.offscreen_rendering_mode != ORM_FBO)
+ {
+ TRACE("Requested depth/stencil texture with no FBO support, that's not supported.\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL)
&& !wined3d_check_depth_stencil_format(adapter, adapter_format, format, gl_type))
{
--
2.26.2
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