Displaying 2 results from an estimated 2 matches for "gl_depth_component16".
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2014 Mar 05
0
ARB_depth_texture regression on nouveau since 9.1
...r to work. Running
max-texture-size clears it up nicely.)
As you might expect, making format == GL_DEPTH_COMPONENT go to the
fallback in st_TexSubImage at HEAD fixes it too, but I don't think
that's desired. This ends up taking the blit_3d path in
nv50_surface.c.
Of note is that on nva0+, GL_DEPTH_COMPONENT16 seems to work fine,
which is also where the Z16_MSX_LSR storage type appeared, so probably
not a coincidence. But a bit surprising is that on nva0+ it does work
for Z16, but still not for the other ones. Makes me think this is a
storage type/tiling-related situation. The blit code has this:
/* Sin...
2017 Dec 08
0
Wine release 3.0-rc1
...d3d11: Pass the WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS flag to wined3d.
d3d9: Stop calling wined3d_texture_generate_mipmaps().
wined3d: Implement manual mipmap generation.
d3d11: Implement GenerateMips().
wined3d: Detect depth bias scale value per format.
wined3d: Use GL_DEPTH_COMPONENT16 for 16 bit depth texture formats.
d3dx9: Merge "main" source files.
d3dx9: Use the D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY flag when compiling ASCII effects.
d3dx9: Implement D3DXGetShader{Input|Output}Semantics().
d3dx9/tests: Add a test for D3DXGetShader{Input|...