Based on idea from Matteo.
Signed-off-by: Jactry Zeng jzeng@codeweavers.com --- dlls/wined3d/utils.c | 8 -------- 1 file changed, 8 deletions(-)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index a83d444fba..e9eaf311ad 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -1777,14 +1777,6 @@ static const struct wined3d_format_texture_info format_texture_info[] = GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, - {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, - WINED3DFMT_FLAG_DEPTH, - WINED3D_GL_EXT_NONE, NULL}, - {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, - WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | 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,
On Wed, 22 May 2019 at 12:27, Jactry Zeng jzeng@codeweavers.com wrote:
Based on idea from Matteo.
This change is probably ok. Assuming for the sake of argument that I don't have access to CodeWeavers' internal bug tracker though, why would we want to do this?
On Mon, Jun 10, 2019 at 8:03 PM Henri Verbeet hverbeet@gmail.com wrote:
On Wed, 22 May 2019 at 12:27, Jactry Zeng jzeng@codeweavers.com wrote:
Based on idea from Matteo.
This change is probably ok. Assuming for the sake of argument that I don't have access to CodeWeavers' internal bug tracker though, why would we want to do this?
It turns out that D32_UNORM is never supported on d3d in practice. Exposing it might confuse applications, which is exactly what happens for the Steam version of Metal Slug (1, 2, 3 and X) and other games (mostly other NEOGEO ports). There are a number of issue reports for Proton related to this, e.g. https://github.com/ValveSoftware/Proton/issues/1173.
On Thu, 13 Jun 2019 at 13:25, Matteo Bruni matteo.mystral@gmail.com wrote:
On Mon, Jun 10, 2019 at 8:03 PM Henri Verbeet hverbeet@gmail.com wrote:
This change is probably ok. Assuming for the sake of argument that I don't have access to CodeWeavers' internal bug tracker though, why would we want to do this?
It turns out that D32_UNORM is never supported on d3d in practice. Exposing it might confuse applications, which is exactly what happens for the Steam version of Metal Slug (1, 2, 3 and X) and other games (mostly other NEOGEO ports). There are a number of issue reports for Proton related to this, e.g. https://github.com/ValveSoftware/Proton/issues/1173.
Well, yes, but the point is that that kind of information should be in the code. See also e.g. the comment at the top of format_texture_info[].