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