wined3d: Do not set WINED3D_TEXTURE_CREATE_GET_DC on the implicit depth/stencil texture.
It doesn't make a lot of sense for depth formats. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4890,7 +4890,6 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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{
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struct wined3d_resource_desc texture_desc;
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struct wined3d_texture *texture;
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DWORD flags = 0;
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TRACE("Creating the depth stencil buffer.\n");
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@ -4906,11 +4905,8 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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texture_desc.depth = 1;
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texture_desc.size = 0;
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if (swapchain_desc->flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
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flags |= WINED3D_TEXTURE_CREATE_GET_DC;
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if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
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device->device_parent, &texture_desc, flags, &texture)))
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device->device_parent, &texture_desc, 0, &texture)))
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{
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ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
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return WINED3DERR_INVALIDCALL;
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@ -949,7 +949,7 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
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texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
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if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
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device->device_parent, &texture_desc, texture_flags, &ds)))
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device->device_parent, &texture_desc, 0, &ds)))
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{
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WARN("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
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goto err;
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