wined3d: Fix depth buffer formats to use actual depth textures.
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@ -90,16 +90,16 @@ static const PixelFormatDesc formats[] = {
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{WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,0 ,0 ,0 },
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{WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,0 ,0 ,0 },
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/* Depth stencil formats */
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{WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_COLOR_INDEX ,GL_COLOR_INDEX ,GL_UNSIGNED_SHORT },
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{WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_COLOR_INDEX ,GL_COLOR_INDEX ,GL_UNSIGNED_INT },
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{WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_COLOR_INDEX ,GL_COLOR_INDEX ,GL_UNSIGNED_SHORT },
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{WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_COLOR_INDEX ,GL_COLOR_INDEX ,GL_UNSIGNED_INT },
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{WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_COLOR_INDEX ,GL_COLOR_INDEX ,GL_UNSIGNED_INT },
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{WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_COLOR_INDEX ,GL_COLOR_INDEX ,GL_UNSIGNED_INT },
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{WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_COLOR_INDEX ,GL_COLOR_INDEX ,GL_UNSIGNED_SHORT },
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{WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_DEPTH_COMPONENT24_ARB,GL_DEPTH_COMPONENT,GL_UNSIGNED_SHORT },
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{WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_DEPTH_COMPONENT32_ARB,GL_DEPTH_COMPONENT,GL_UNSIGNED_INT },
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{WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_DEPTH_COMPONENT24_ARB,GL_DEPTH_COMPONENT,GL_UNSIGNED_SHORT },
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{WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_DEPTH_COMPONENT24_ARB,GL_DEPTH_COMPONENT,GL_UNSIGNED_INT },
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{WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_DEPTH_COMPONENT24_ARB,GL_DEPTH_COMPONENT,GL_UNSIGNED_INT },
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{WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_DEPTH_COMPONENT24_ARB,GL_DEPTH_COMPONENT,GL_UNSIGNED_INT },
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{WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_DEPTH_COMPONENT24_ARB,GL_DEPTH_COMPONENT,GL_UNSIGNED_SHORT },
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{WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_LUMINANCE16_EXT ,GL_LUMINANCE ,GL_UNSIGNED_SHORT },
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{WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,0 ,0 ,0 },
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{WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,0 ,0 ,0 },
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{WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_DEPTH_COMPONENT32_ARB,GL_DEPTH_COMPONENT,GL_FLOAT },
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{WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_DEPTH_COMPONENT24_ARB,GL_DEPTH_COMPONENT,GL_FLOAT },
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/* Is this a vertex buffer? */
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{WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,FALSE ,0 ,0 ,0 },
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{WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,0 ,0 ,0 },
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@ -51,6 +51,16 @@
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* #defines and functions pointer
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****************************************************/
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/* GL_ARB_depth_texture */
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#ifndef GL_ARB_depth_texture
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#define GL_ARB_depth_texture 1
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#define GL_DEPTH_COMPONENT16_ARB 0x81A5
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#define GL_DEPTH_COMPONENT24_ARB 0x81A6
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#define GL_DEPTH_COMPONENT32_ARB 0x81A7
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#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A
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#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
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#endif
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/* GL_ARB_draw_buffers */
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#ifndef GL_ARB_draw_buffers
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#define GL_MAX_DRAW_BUFFERS_ARB 0x8824
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