wined3d: Don't use the GL texture flags to determine if a format is a depth stencil in CheckDepthStencilCapability().

The OpenGL implementation might not support ARB_depth_texture, but that
doesn't mean we can't use the format for the depth buffer.
This commit is contained in:
Henri Verbeet 2009-08-03 08:06:50 +02:00 committed by Alexandre Julliard
parent 43bfb240ad
commit 1d647283d5
1 changed files with 1 additions and 1 deletions

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@ -2698,7 +2698,7 @@ static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
int it=0; int it=0;
/* Only allow depth/stencil formats */ /* Only allow depth/stencil formats */
if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE; if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
/* Walk through all WGL pixel formats to find a match */ /* Walk through all WGL pixel formats to find a match */
for (it = 0; it < adapter->nCfgs; ++it) for (it = 0; it < adapter->nCfgs; ++it)