Module: wine Branch: master Commit: 01e668b00747be4a359e7a74f17bb40e2490d006 URL: http://source.winehq.org/git/wine.git/?a=commit;h=01e668b00747be4a359e7a74f1...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Tue Jun 7 11:06:26 2011 +0200
wined3d: Use GL_DEPTH_COMPONENT as internal format for depth_blt_texture.
This also changes the texture level to always be zero while we're at it. In practice depth/stencil textures should rarely have multiple levels, if ever, but only 0 makes sense here.
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dlls/wined3d/surface.c | 9 ++++++++- 1 files changed, 8 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index c5c526b..ad217fc 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -5707,7 +5707,14 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co bind_target = GL_TEXTURE_2D; } glBindTexture(bind_target, device->depth_blt_texture); - glCopyTexImage2D(bind_target, surface->texture_level, surface->resource.format->glInternal, 0, 0, w, h, 0); + /* We use GL_DEPTH_COMPONENT instead of the surface's specific + * internal format, because the internal format might include stencil + * data. In principle we should copy stencil data as well, but unless + * the driver supports stencil export it's hard to do, and doesn't + * seem to be needed in practice. If the hardware doesn't support + * writing stencil data, the glCopyTexImage2D() call might trigger + * software fallbacks. */ + glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0); glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);