wined3d: Initialize depth/stencil texture data.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2802,8 +2802,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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if (wined3d_texture_use_pbo(texture, gl_info))
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texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
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if ((desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
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&& !(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
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if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
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|| !wined3d_texture_use_pbo(texture, gl_info))
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{
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if (!wined3d_resource_allocate_sysmem(&texture->resource))
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@ -2842,8 +2841,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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sub_resource = &texture->sub_resources[i];
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sub_resource->locations = WINED3D_LOCATION_DISCARDED;
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if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D
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&& !(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL))
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if (desc->resource_type != WINED3D_RTYPE_TEXTURE_3D)
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{
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wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_SYSMEM);
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wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_SYSMEM);
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