We currently don't have any way to copy the depth buffer from the DRAWABLE to the TEXTURE location, aside from FBOs.
Signed-off-by: Matteo Bruni mbruni@codeweavers.com --- v2: Do it in the proper place i.e. query_internal_format().
dlls/wined3d/utils.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index eaa391fafbef..f0e202404bf3 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -3035,7 +3035,8 @@ static void query_internal_format(struct wined3d_adapter *adapter, if ((format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported) format_clear_flag(&format->f, WINED3DFMT_FLAG_SRGB_WRITE);
- if (!gl_info->supported[ARB_DEPTH_TEXTURE] && (format->f.depth_size || format->f.stencil_size)) + if ((!gl_info->supported[ARB_DEPTH_TEXTURE] || wined3d_settings.offscreen_rendering_mode != ORM_FBO) + && (format->f.depth_size || format->f.stencil_size)) { format->f.flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE; format->f.flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;