[PATCH 06/10] wined3d: Use "depth_size"/"stencil_size" to check for depth/stencil formats in glsl_blitter_supported().
Henri Verbeet
hverbeet at codeweavers.com
Wed Jun 3 06:10:08 CDT 2020
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ddb76143b5c..66e90b17680 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -12975,7 +12975,7 @@ static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wi
if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
{
- if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ if (dst_format->depth_size || dst_format->stencil_size)
blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
else
blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
--
2.20.1
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