wined3d: Handle lack of NPOT support for depth blts.
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 356b599..b5c9ff9 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -4126,6 +4126,7 @@
if (location == SFLAG_DS_OFFSCREEN) {
if (This->Flags & SFLAG_DS_ONSCREEN) {
GLint old_binding = 0;
+ GLenum bind_target;
TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
@@ -4138,9 +4139,15 @@
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
- glBindTexture(GL_TEXTURE_2D, device->depth_blt_texture);
- glCopyTexImage2D(This->glDescription.target,
+ if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
+ glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
+ bind_target = GL_TEXTURE_RECTANGLE_ARB;
+ } else {
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
+ bind_target = GL_TEXTURE_2D;
+ }
+ glBindTexture(bind_target, device->depth_blt_texture);
+ glCopyTexImage2D(bind_target,
This->glDescription.level,
This->glDescription.glFormatInternal,
0,
@@ -4148,10 +4155,10 @@
This->currentDesc.Width,
This->currentDesc.Height,
0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
- glBindTexture(GL_TEXTURE_2D, old_binding);
+ glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
+ glBindTexture(bind_target, old_binding);
/* Setup the destination */
if (!device->depth_blt_rb) {
@@ -4174,7 +4181,7 @@
context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
/* Do the actual blit */
- surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, GL_TEXTURE_2D);
+ surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
checkGLcall("depth_blt");
if (device->activeContext->current_fbo) {