wined3d: Use dst_fbo to do the depth blit.
This makes the depth copy independent of the currently attached render
targets. This is important for the next patch because it might do a
depth copy when the render targets aren't in a valid configuration
(SetDepthStencilSurface()).
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 83955b9..24cf73b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -863,6 +863,9 @@
GLuint dst_fbo;
GLenum *draw_buffers;
GLuint depth_blt_texture;
+ GLuint depth_blt_rb;
+ UINT depth_blt_rb_w;
+ UINT depth_blt_rb_h;
/* Cursor management */
BOOL bCursorVisible;
@@ -2437,4 +2440,7 @@
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
+void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
+void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
+
#endif