Signed-off-by: Matteo Bruni mbruni@codeweavers.com --- Always consider them supported whenever the format is otherwise available instead. The idea is to avoid referring to WINED3DUSAGE_LEGACY_CUBEMAP in d3d11.
dlls/d3d11/device.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 2a08d2b1e65..50e8cd58fe2 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -3315,7 +3315,6 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CheckFormatSupport(ID3D11Device2 * {WINED3D_RTYPE_TEXTURE_1D, WINED3D_BIND_SHADER_RESOURCE, 0, D3D11_FORMAT_SUPPORT_TEXTURE1D}, {WINED3D_RTYPE_TEXTURE_2D, WINED3D_BIND_SHADER_RESOURCE, 0, D3D11_FORMAT_SUPPORT_TEXTURE2D}, {WINED3D_RTYPE_TEXTURE_3D, WINED3D_BIND_SHADER_RESOURCE, 0, D3D11_FORMAT_SUPPORT_TEXTURE3D}, - {WINED3D_RTYPE_TEXTURE_2D, WINED3D_BIND_SHADER_RESOURCE, WINED3DUSAGE_LEGACY_CUBEMAP, D3D11_FORMAT_SUPPORT_TEXTURECUBE}, {WINED3D_RTYPE_NONE, WINED3D_BIND_RENDER_TARGET, 0, D3D11_FORMAT_SUPPORT_RENDER_TARGET}, {WINED3D_RTYPE_NONE, WINED3D_BIND_DEPTH_STENCIL, 0, D3D11_FORMAT_SUPPORT_DEPTH_STENCIL}, {WINED3D_RTYPE_NONE, WINED3D_BIND_UNORDERED_ACCESS, 0, D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW}, @@ -3364,6 +3363,7 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CheckFormatSupport(ID3D11Device2 * { *format_support |= D3D11_FORMAT_SUPPORT_SHADER_LOAD; *format_support |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; + *format_support |= D3D11_FORMAT_SUPPORT_TEXTURECUBE;
if (feature_level >= D3D_FEATURE_LEVEL_10_1) *format_support |= D3D11_FORMAT_SUPPORT_SHADER_GATHER;