wined3d: Allow creating render targets for some _UNORM/_SNORM formats.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
7cc36e71b2
commit
2f7c316888
|
@ -713,6 +713,9 @@ static void test_create_texture2d(void)
|
|||
{DXGI_FORMAT_R32G8X24_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, TRUE},
|
||||
{DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16G16_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16G16_UNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16G16_SNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R32_TYPELESS, 0, D3D10_BIND_SHADER_RESOURCE, 0, FALSE, FALSE},
|
||||
{DXGI_FORMAT_R32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R32_TYPELESS, 9, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
|
@ -724,10 +727,15 @@ static void test_create_texture2d(void)
|
|||
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8_UNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8_SNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, TRUE},
|
||||
{DXGI_FORMAT_R8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D10_BIND_DEPTH_STENCIL, 0, FALSE, FALSE},
|
||||
{DXGI_FORMAT_R8G8B8A8_SNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D10_BIND_RENDER_TARGET, 0, FALSE, FALSE},
|
||||
{DXGI_FORMAT_D32_FLOAT, 1, D3D10_BIND_RENDER_TARGET, 0, FALSE, FALSE},
|
||||
};
|
||||
|
|
|
@ -1025,6 +1025,9 @@ static void test_create_texture2d(void)
|
|||
{DXGI_FORMAT_R32G8X24_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL, 0, TRUE, TRUE},
|
||||
{DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16G16_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16G16_UNORM, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16G16_SNORM, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R32_TYPELESS, 0, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, FALSE},
|
||||
{DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R32_TYPELESS, 9, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
|
@ -1036,10 +1039,15 @@ static void test_create_texture2d(void)
|
|||
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8_TYPELESS, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8_UNORM, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8_SNORM, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R16_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL, 0, TRUE, TRUE},
|
||||
{DXGI_FORMAT_R8_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D11_BIND_DEPTH_STENCIL, 0, FALSE, FALSE},
|
||||
{DXGI_FORMAT_R8G8B8A8_SNORM, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
||||
{DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D11_BIND_RENDER_TARGET, 0, FALSE, FALSE},
|
||||
{DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_RENDER_TARGET, 0, FALSE, FALSE},
|
||||
};
|
||||
|
|
|
@ -1261,7 +1261,8 @@ static const struct wined3d_format_texture_info format_texture_info[] =
|
|||
WINED3D_GL_EXT_NONE, NULL},
|
||||
{WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
|
||||
GL_RG, GL_UNSIGNED_BYTE, 0,
|
||||
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
|
||||
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
|
||||
| WINED3DFMT_FLAG_RENDERTARGET,
|
||||
ARB_TEXTURE_RG, NULL},
|
||||
{WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
|
||||
GL_RED, GL_UNSIGNED_SHORT, 0,
|
||||
|
@ -1322,7 +1323,7 @@ static const struct wined3d_format_texture_info format_texture_info[] =
|
|||
{WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
|
||||
GL_RG, GL_BYTE, 0,
|
||||
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
|
||||
| WINED3DFMT_FLAG_BUMPMAP,
|
||||
| WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
|
||||
EXT_TEXTURE_SNORM, NULL},
|
||||
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
|
||||
|
@ -1362,7 +1363,7 @@ static const struct wined3d_format_texture_info format_texture_info[] =
|
|||
{WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
|
||||
GL_RGBA, GL_BYTE, 0,
|
||||
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
|
||||
| WINED3DFMT_FLAG_BUMPMAP,
|
||||
| WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
|
||||
EXT_TEXTURE_SNORM, NULL},
|
||||
{WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
|
||||
GL_BGR, GL_UNSIGNED_SHORT, 6,
|
||||
|
@ -1377,7 +1378,7 @@ static const struct wined3d_format_texture_info format_texture_info[] =
|
|||
{WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
|
||||
GL_RG, GL_SHORT, 0,
|
||||
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
|
||||
| WINED3DFMT_FLAG_BUMPMAP,
|
||||
| WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
|
||||
EXT_TEXTURE_SNORM, NULL},
|
||||
/* Depth stencil formats */
|
||||
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
|
||||
|
|
Loading…
Reference in New Issue