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wined3d: Don't consider texture rectangles for buffers.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -121,26 +121,26 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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if (base_type == WINED3D_GL_RES_TYPE_COUNT)
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if (base_type == WINED3D_GL_RES_TYPE_COUNT)
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base_type = gl_type;
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base_type = gl_type;
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if (type != WINED3D_RTYPE_BUFFER)
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if (type == WINED3D_RTYPE_BUFFER)
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break;
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if ((bind_flags & WINED3D_BIND_RENDER_TARGET)
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&& !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
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{
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{
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if ((bind_flags & WINED3D_BIND_RENDER_TARGET)
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WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id));
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&& !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
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continue;
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{
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}
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WARN("Format %s cannot be used for render targets.\n", debug_d3dformat(format->id));
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if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL)
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continue;
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&& !(format->flags[gl_type] & WINED3DFMT_FLAG_DEPTH_STENCIL))
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}
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{
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if ((bind_flags & WINED3D_BIND_DEPTH_STENCIL)
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WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
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&& !(format->flags[gl_type] & WINED3DFMT_FLAG_DEPTH_STENCIL))
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continue;
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{
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}
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WARN("Format %s cannot be used for depth/stencil buffers.\n", debug_d3dformat(format->id));
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if ((bind_flags & WINED3D_BIND_SHADER_RESOURCE)
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continue;
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&& !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE))
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}
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{
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if ((bind_flags & WINED3D_BIND_SHADER_RESOURCE)
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WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
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&& !(format->flags[gl_type] & WINED3DFMT_FLAG_TEXTURE))
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continue;
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{
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WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
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continue;
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}
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}
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}
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if (((width & (width - 1)) || (height & (height - 1)))
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if (((width & (width - 1)) || (height & (height - 1)))
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&& !d3d_info->texture_npot
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&& !d3d_info->texture_npot
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