From: Elizabeth Figura <zfigura@codeweavers.com> If we're not doing a scale or convert, a raw blit is equivalent to a colour blit, and for GL, the FBO blitter treats it as such. This doesn't help depth blits either, since we can't load depth textures into RB_RESOLVED; we abort doing so in wined3d_texture_load_renderbuffer(). --- dlls/wined3d/surface.c | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 067b3afc30e..47aef38885a 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -1614,8 +1614,7 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_ context = context_acquire(device, dst_texture, dst_sub_resource_idx); if (src_texture->resource.multisample_type != WINED3D_MULTISAMPLE_NONE && !resolve_typeless - && ((scale && !context->d3d_info->scaled_resolve) - || convert || !wined3d_is_colour_blit(blit_op))) + && ((scale && !context->d3d_info->scaled_resolve) || convert)) src_location = WINED3D_LOCATION_RB_RESOLVED; else src_location = src_texture->resource.draw_binding; -- GitLab https://gitlab.winehq.org/wine/wine/-/merge_requests/10465