wined3d: Get rid of special case for shadow textures from wined3d_check_device_format().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1626,13 +1626,6 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad
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allowed_bind_flags &= ~WINED3D_BIND_DEPTH_STENCIL;
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allowed_bind_flags &= ~WINED3D_BIND_DEPTH_STENCIL;
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gl_type = gl_type_end = WINED3D_GL_RES_TYPE_TEX_CUBE;
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gl_type = gl_type_end = WINED3D_GL_RES_TYPE_TEX_CUBE;
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}
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}
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else if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL)
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&& (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SHADOW)
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&& !adapter->gl_info.supported[ARB_SHADOW])
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{
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TRACE("[FAILED] - No shadow sampler support.\n");
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return WINED3DERR_NOTAVAILABLE;
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}
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break;
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break;
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case WINED3D_RTYPE_TEXTURE_3D:
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case WINED3D_RTYPE_TEXTURE_3D:
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