2017-12-06 11:00 GMT+01:00 Józef Kucia jkucia@codeweavers.com:
From: Matteo Bruni mbruni@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com
- {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
- {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
FTR this has always been "wrong" as far as git history goes. I suspect this was intentional and that the original reason is moot at this point. I can think of two possible motivations: working around depth buffer precision issues, probably due to the different depth range in d3d vs OpenGL, and avoiding color / depth buffer bit depth mismatch which was not supported in some old Nvidia GPUs. The former should be fixed by ARB_clip_control and the latter is something that d3d applications also have to take care of, which means that we shouldn't need to do anything special.
Anyway: Signed-off-by: Matteo Bruni mbruni@codeweavers.com