[PATCH v2 6/6] wined3d: Disable depth textures with backbuffer ORM.

Henri Verbeet hverbeet at gmail.com
Tue Jul 14 12:48:09 CDT 2020


On Tue, 14 Jul 2020 at 16:41, Matteo Bruni <mbruni at codeweavers.com> wrote:
> @@ -3035,7 +3035,8 @@ static void query_internal_format(struct wined3d_adapter *adapter,
>          if ((format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
>              format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
>
> -        if (!gl_info->supported[ARB_DEPTH_TEXTURE] && (format->f.depth_size || format->f.stencil_size))
> +        if ((!gl_info->supported[ARB_DEPTH_TEXTURE] || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
> +                && (format->f.depth_size || format->f.stencil_size))
>          {
>              format->f.flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
>              format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;

But if ARB_internalformat_query2 is supported, we never get here. To
some extent that applies to the existing ARB_depth_texture check as
well, but it seems at least unlikely that we'd have
ARB_internalformat_query2 without ARB_depth_texture.



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