[PATCH 7/8] wined3d: Use 0 as GL internal format for WINED3DFMT_NULL.
Matteo Bruni
mbruni at codeweavers.com
Tue Apr 9 18:35:45 CDT 2013
So that check_fbo_compat() gets skipped for it. Being a "fake" texture
format no texture should be actually created with this type, so in case
it happens failing more loudly is probably better.
---
dlls/wined3d/utils.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index d7cec9b..da8fc7b 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -925,7 +925,7 @@ static const struct wined3d_format_texture_info format_texture_info[] =
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
ARB_FRAMEBUFFER_OBJECT, NULL},
- {WINED3DFMT_NULL, GL_RGBA8, GL_RGBA8, 0,
+ {WINED3DFMT_NULL, 0, 0, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
ARB_FRAMEBUFFER_OBJECT, NULL},
--
1.8.1.5
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