http://bugs.winehq.org/show_bug.cgi?id=15644
--- Comment #13 from Tobias Jakobi liquid.acid@gmx.net 2008-10-18 09:32:11 --- Created an attachment (id=16719) --> (http://bugs.winehq.org/attachment.cgi?id=16719) [wined3d] use correct texture target in depth_blt
Hi there,
this patch fixes the GL errors mentioned in this bugreport. It does NOT fix the flickering/disappearing issue.
It's (the patch) currently not going into wine because the issue lies much deeper.
For the GLSL path create_glsl_blt_shader() is flawed, because it assumes a 2D target (so it uses sample2D, texture2D, and so on) which is not always the case.
The attached patch currently handles normal 2d, cubemap and rect targets. According to Henri Verbeet the other targes (1d and 3d) don't appear in combination with depthstencil stuff.
So code must also be fixed in create_glsl_blt_shader (probably creating two more functions which handle cubemaps and rects). The same would have to be done for the ARB shader path.
Introduces more problems: - Selection of the correct face for cubemap textures - Non-normalized texcoords for rect textures (problem when generating texcoords in vertex shader)
Note: The information from above is a summary of what Henri told me on IRC :)
Greets, Tobias