wined3d: Check FBO compatibility on all formats with a GL format.
Instead of just the ones that have a fallback specified.
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@ -501,7 +501,7 @@ static BOOL init_format_base_info(WineD3D_GL_Info *gl_info)
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#define GLINFO_LOCATION (*gl_info)
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static BOOL check_fbo_compat(const WineD3D_GL_Info *gl_info, GLint internal_format)
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static BOOL check_fbo_compat(const WineD3D_GL_Info *gl_info, GLint internal_format, GLenum format, GLenum type)
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{
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GLuint tex, fb;
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GLenum status;
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@ -511,7 +511,7 @@ static BOOL check_fbo_compat(const WineD3D_GL_Info *gl_info, GLint internal_form
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while(glGetError());
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, 16, 16, 0, format, type, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -540,21 +540,34 @@ static void init_format_fbo_compat_info(WineD3D_GL_Info *gl_info)
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if (!desc->glInternal) continue;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && desc->rtInternal)
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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/* Check if the default internal format is supported as a frame buffer target, otherwise
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* fall back to the render target internal.
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*
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* Try to stick to the standard format if possible, this limits precision differences. */
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if (check_fbo_compat(gl_info, desc->glInternal))
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if (check_fbo_compat(gl_info, desc->glInternal, desc->glFormat, desc->glType))
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{
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TRACE("Format %s is supported as fbo target\n", debug_d3dformat(desc->format));
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desc->rtInternal = desc->glInternal;
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}
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else
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{
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TRACE("Internal format of %s not supported as FBO target, using render target internal instead\n",
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debug_d3dformat(desc->format));
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if (!desc->rtInternal)
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{
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if (desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)
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{
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FIXME("Internal format of %s not supported as FBO target, and no fallback specified.\n",
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debug_d3dformat(desc->format));
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desc->Flags &= ~WINED3DFMT_FLAG_RENDERTARGET;
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}
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desc->rtInternal = desc->glInternal;
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}
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else
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{
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TRACE("Internal format of %s not supported as FBO target, using render target internal instead.\n",
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debug_d3dformat(desc->format));
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}
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}
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}
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else
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