To indicate whether WINED3D_BIND_DEPTH_STENCIL is valid for the format.
Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com>
---
dlls/wined3d/directx.c | 6 ++---
dlls/wined3d/resource.c | 2 +-
dlls/wined3d/texture.c | 4 +--
dlls/wined3d/utils.c | 49 ++++++++++++++++++----------------
dlls/wined3d/wined3d_private.h | 3 +--
5 files changed, 33 insertions(+), 31 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index ddce04f55dd..f4094c8fba2 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1437,7 +1437,7 @@ HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d_adapter *ad
WARN("Format %s is not render target format.\n", debug_d3dformat(rt_format->id));
return WINED3DERR_NOTAVAILABLE;
}
- if (!(ds_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ if (!(ds_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL))
{
WARN("Format %s is not depth/stencil format.\n", debug_d3dformat(ds_format->id));
return WINED3DERR_NOTAVAILABLE;
@@ -1505,8 +1505,6 @@ static BOOL wined3d_check_depth_stencil_format(const struct wined3d_adapter *ada
{
if (!ds_format->depth_size && !ds_format->stencil_size)
return FALSE;
- if (!(ds_format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
- return FALSE;
/* Blacklist formats not supported on Windows */
if (ds_format->id == WINED3DFMT_S1_UINT_D15_UNORM /* Breaks the shadowvol2 dx7 sdk sample */
@@ -1658,6 +1656,8 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d,
format_flags |= WINED3DFMT_FLAG_TEXTURE;
if (bind_flags & WINED3D_BIND_RENDER_TARGET)
format_flags |= WINED3DFMT_FLAG_RENDERTARGET;
+ if (bind_flags & WINED3D_BIND_DEPTH_STENCIL)
+ format_flags |= WINED3DFMT_FLAG_DEPTH_STENCIL;
if (usage & WINED3DUSAGE_QUERY_FILTER)
format_flags |= WINED3DFMT_FLAG_FILTERING;
if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index bbb892b328d..8f9a11ea2ad 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -130,7 +130,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
continue;
}
if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL)
- && !(format->flags[gl_type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ && !(format->flags[gl_type] & WINED3DFMT_FLAG_DEPTH_STENCIL))
{
WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
continue;
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 65e9da73b45..84020f17c95 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -297,9 +297,9 @@ static bool fbo_blitter_supported(enum wined3d_blit_op blit_op, const struct win
break;
case WINED3D_BLIT_OP_DEPTH_BLIT:
- if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL))
return false;
- if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_DEPTH_STENCIL))
return false;
/* Accept pure swizzle fixups for depth formats. In general we
* ignore the stencil component (if present) at the moment and the
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 21215ca7e7f..55ee0ede339 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -1785,67 +1785,67 @@ static const struct wined3d_format_texture_info format_texture_info[] =
/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
- WINED3DFMT_FLAG_DEPTH,
+ WINED3DFMT_FLAG_DEPTH_STENCIL,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
- WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
- WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
+ WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
- WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
+ WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
- | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
+ | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
- | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
+ | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
- WINED3DFMT_FLAG_DEPTH,
+ WINED3DFMT_FLAG_DEPTH_STENCIL,
WINED3D_GL_EXT_NONE, x8_d24_unorm_upload, x8_d24_unorm_download},
{WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 4,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
- | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
+ | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
- WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
+ WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
- WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
+ WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
- WINED3DFMT_FLAG_DEPTH,
+ WINED3DFMT_FLAG_DEPTH_STENCIL,
WINED3D_GL_EXT_NONE, NULL},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
- | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
+ | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, 0,
- WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_BUFFER_FLOAT, NULL},
{WINED3DFMT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 0,
- WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_BUFFER_FLOAT, NULL},
{WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
- WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
+ WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
{WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
@@ -1875,7 +1875,7 @@ static const struct wined3d_format_texture_info format_texture_info[] =
{WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
- | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
+ | WINED3DFMT_FLAG_DEPTH_STENCIL,
EXT_PACKED_DEPTH_STENCIL, NULL},
{WINED3DFMT_NULL, 0, 0, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
@@ -2485,7 +2485,7 @@ static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_for
create_and_bind_fbo_attachment(gl_info, format, type, &object, format->internal);
- if (format->f.flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ if (format->f.flags[type] & WINED3DFMT_FLAG_DEPTH_STENCIL)
{
gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
@@ -2711,7 +2711,7 @@ static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_for
else if (status == GL_FRAMEBUFFER_COMPLETE)
format->f.flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
- if (format->f.flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ if (format->f.flags[type] & WINED3DFMT_FLAG_DEPTH_STENCIL)
{
gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
@@ -3109,7 +3109,7 @@ static void query_internal_format(struct wined3d_adapter *adapter,
query_view_class(format);
if (format->internal && format->f.flags[WINED3D_GL_RES_TYPE_RB]
- & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
+ & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH_STENCIL))
{
if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
{
@@ -3187,8 +3187,7 @@ static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct win
/* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
* problematic", but doesn't explicitly mandate that an error is generated. */
- if (gl_info->supported[EXT_TEXTURE3D]
- && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
+ if (gl_info->supported[EXT_TEXTURE3D] && !(format_texture_info[i].flags & WINED3DFMT_FLAG_DEPTH_STENCIL))
format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags | WINED3DFMT_FLAG_BLIT;
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
@@ -3792,7 +3791,7 @@ static BOOL init_typeless_formats(const struct wined3d_adapter *adapter)
for (j = 0; j < ARRAY_SIZE(typeless_ds_format->flags); ++j)
{
typeless_ds_format->flags[j] = typeless_format->flags[j];
- typeless_format->flags[j] &= ~(WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
+ typeless_format->flags[j] &= ~WINED3DFMT_FLAG_DEPTH_STENCIL;
}
if ((format_id = typeless_depth_stencil_formats[i].depth_view_id)
@@ -3988,7 +3987,7 @@ static void init_format_depth_bias_scale(struct wined3d_adapter *adapter,
{
struct wined3d_format_gl *format = get_format_gl_by_idx(adapter, i);
- if (format->f.flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH)
+ if (format->f.depth_size && (format->f.flags[WINED3D_GL_RES_TYPE_RB] & WINED3DFMT_FLAG_DEPTH_STENCIL))
{
TRACE("Testing depth bias scale for format %s.\n", debug_d3dformat(format->f.id));
format->f.depth_bias_scale = wined3d_adapter_find_polyoffset_scale(ctx, format->internal);
@@ -4235,6 +4234,10 @@ static void init_vulkan_format_info(struct wined3d_format_vk *format,
{
flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
}
+ if (texture_flags & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)
+ {
+ flags |= WINED3DFMT_FLAG_DEPTH_STENCIL;
+ }
if (texture_flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT)
{
flags |= WINED3DFMT_FLAG_FILTERING;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d96f27ccc69..83e2566cca4 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -5506,8 +5506,7 @@ extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN
/* WineD3D pixel format flags */
#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
#define WINED3DFMT_FLAG_FILTERING 0x00000002
-#define WINED3DFMT_FLAG_DEPTH 0x00000004
-#define WINED3DFMT_FLAG_STENCIL 0x00000008
+#define WINED3DFMT_FLAG_DEPTH_STENCIL 0x00000008
#define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
#define WINED3DFMT_FLAG_EXTENSION 0x00000020
#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
--
2.20.1