We don't have any way to copy the depth buffer from the DRAWABLE to the TEXTURE location, aside from FBOs. Signed-off-by: Matteo Bruni <mbruni(a)codeweavers.com> --- dlls/wined3d/directx.c | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index f490fc65b2ba..d455960eeb62 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -1747,6 +1747,12 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, if (bind_flags == WINED3D_BIND_DEPTH_STENCIL && gl_type == WINED3D_GL_RES_TYPE_TEX_3D) continue; + if (!(~bind_flags & (WINED3D_BIND_DEPTH_STENCIL | WINED3D_BIND_SHADER_RESOURCE)) + && wined3d_settings.offscreen_rendering_mode != ORM_FBO) + { + TRACE("Requested depth/stencil texture with no FBO support, that's not supported.\n"); + return WINED3DERR_NOTAVAILABLE; + } if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL) && !wined3d_check_depth_stencil_format(adapter, adapter_format, format, gl_type)) { -- 2.26.2