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>
This commit is contained in:
Matteo Bruni 2021-08-11 19:18:53 +02:00 committed by Alexandre Julliard
parent a056663efb
commit aaf4ef6e62

View file

@ -121,8 +121,9 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
if (base_type == WINED3D_GL_RES_TYPE_COUNT)
base_type = gl_type;
if (type != WINED3D_RTYPE_BUFFER)
{
if (type == WINED3D_RTYPE_BUFFER)
break;
if ((bind_flags & WINED3D_BIND_RENDER_TARGET)
&& !(format->flags[gl_type] & WINED3DFMT_FLAG_RENDERTARGET))
{
@ -141,7 +142,6 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
WARN("Format %s cannot be used for texturing.\n", debug_d3dformat(format->id));
continue;
}
}
if (((width & (width - 1)) || (height & (height - 1)))
&& !d3d_info->texture_npot
&& !gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]