On 30 April 2015 at 00:00, Stefan Dösinger stefan@codeweavers.com wrote:
if (!gl_info->supported[ARB_DEPTH_TEXTURE])
{
static const unsigned int depth_flags = WINED3DFMT_FLAG_SHADOW | WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL;
format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~depth_flags;
format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~depth_flags;
format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~depth_flags;
format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~depth_flags;
format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~depth_flags;
}
This is wrong for the reasons mentioned in patch 2/4, but it should also be unnecessary. WINED3DFMT_FLAG_TEXTURE is supposed to indicate if you can use a format for texturing or not.