On Tue, 14 Jul 2020 at 16:41, Matteo Bruni mbruni@codeweavers.com wrote:
@@ -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;
But if ARB_internalformat_query2 is supported, we never get here. To some extent that applies to the existing ARB_depth_texture check as well, but it seems at least unlikely that we'd have ARB_internalformat_query2 without ARB_depth_texture.