wined3d: Don't require a separate sRGB GL texture if the format doesn't support sRGB reads.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3914,11 +3914,11 @@ static inline void context_apply_state(struct wined3d_context *context,
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static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
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const struct wined3d_texture *texture)
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{
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unsigned int flags = texture->resource.format_flags;
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unsigned int flags = texture->resource.format_flags
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& (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
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return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
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|| (flags & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE))
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!= (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE))
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|| (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
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&& context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
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}
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