wined3d: Just use the GL 1.1 texture format constants.
We assume GL 1.1 is available everywhere else.
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@ -387,7 +387,7 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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WINED3D_GL_EXT_NONE},
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{WINED3DFMT_R16G16_UNORM, GL_RGB16_EXT, GL_RGB16_EXT, GL_RGBA16_EXT,
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{WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
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GL_RGB, GL_UNSIGNED_SHORT,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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WINED3D_GL_EXT_NONE},
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@ -395,7 +395,7 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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WINED3D_GL_EXT_NONE},
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{WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16_EXT, GL_RGBA16_EXT, 0,
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{WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
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GL_RGBA, GL_UNSIGNED_SHORT,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
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WINED3D_GL_EXT_NONE},
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@ -445,7 +445,7 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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GL_RGBA, GL_BYTE,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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NV_TEXTURE_SHADER},
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{WINED3DFMT_R16G16_SNORM, GL_RGB16_EXT, GL_RGB16_EXT, 0,
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{WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
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GL_BGR, GL_UNSIGNED_SHORT,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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WINED3D_GL_EXT_NONE},
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@ -506,7 +506,7 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
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ARB_DEPTH_TEXTURE},
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{WINED3DFMT_L16_UNORM, GL_LUMINANCE16_EXT, GL_LUMINANCE16_EXT, 0,
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{WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
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GL_LUMINANCE, GL_UNSIGNED_SHORT,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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WINED3D_GL_EXT_NONE},
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