wined3d: Use GL_DEPTH_COMPONENT as internal format for depth_blt_texture.

This also changes the texture level to always be zero while we're at it. In
practice depth/stencil textures should rarely have multiple levels, if ever,
but only 0 makes sense here.
This commit is contained in:
Henri Verbeet 2011-06-07 11:06:26 +02:00 committed by Alexandre Julliard
parent 95bd0ec61c
commit 01e668b007
1 changed files with 8 additions and 1 deletions

View File

@ -5707,7 +5707,14 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
bind_target = GL_TEXTURE_2D;
}
glBindTexture(bind_target, device->depth_blt_texture);
glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0);
/* We use GL_DEPTH_COMPONENT instead of the surface's specific
* internal format, because the internal format might include stencil
* data. In principle we should copy stencil data as well, but unless
* the driver supports stencil export it's hard to do, and doesn't
* seem to be needed in practice. If the hardware doesn't support
* writing stencil data, the glCopyTexImage2D() call might trigger
* software fallbacks. */
glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);