wined3d: Add fallback depth format info for when ARB_depth_texture is not available.

These use the generic GL_DEPTH_COMPONENT internal format, and can't be used
for texturing.
This commit is contained in:
Henri Verbeet 2013-09-24 09:48:44 +02:00 committed by Alexandre Julliard
parent 436e8686f9
commit 8eb73cd0e9
1 changed files with 16 additions and 0 deletions

View File

@ -884,10 +884,18 @@ static const struct wined3d_format_texture_info format_texture_info[] =
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, NULL},
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_DEPTH,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
@ -919,6 +927,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, NULL},
{WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_DEPTH,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
@ -936,6 +948,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING