wined3d: Use "depth_size" to check for a depth format in resolve_depth_buffer().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1695,7 +1695,7 @@ static void resolve_depth_buffer(struct wined3d_device *device)
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if (!(dst_texture = state->textures[0]))
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return;
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dst_resource = &dst_texture->resource;
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if (!(dst_resource->format_flags & WINED3DFMT_FLAG_DEPTH))
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if (!dst_resource->format->depth_size)
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return;
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if (!(src_view = state->fb.depth_stencil))
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return;
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