http://bugs.winehq.org/show_bug.cgi?id=21708
Stefan Dösinger stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefandoesinger@gmx.at
--- Comment #5 from Stefan Dösinger stefandoesinger@gmx.at 2010-05-10 11:47:48 --- I haven't done any serious work on my ATI radeon 9000 for a while. It sounds as if depth testing is working fine with a GL_DEPTH_COMPONENT texture attached to a FBO, but since GL_ARB_depth_texture isn't supported it can't be used for sampling from the texture.
This would be a reasonable thing in terms of hardware support. FBOs without depth buffers are useless, but it's just fine to use the texture for the depth test only, and not for shadows. However, I'm not quite sure how legal this is from a GL API perspective, because technically DEPTH_COMPONENT cannot be used for creating a texture without depth_texture support.
I can see 3 possibilities: 1) We can use renderbuffers(not texturable GL surfaces) 2) We make this a driver quirk and just test for the depth texture mode set error 3) The Mesa devs push out a new extension to clarify the situation
I think (1) is the best thing to do(if it works), but it's a lot of infrastructure work. We need it for multisampling though.