wined3d: Use 8 bits-per-component for the PBO test internal format.

GL_RGBA doesn't gaurantee an internal storage depth, which can cause the test 
to fail if it's stored with less than 8 bits of precision. Some nVidia 
drivers would actually store with 4 bits of precision.
oldstable
Chris Robinson 2008-08-23 14:14:10 -07:00 committed by Alexandre Julliard
parent 757f347dd3
commit eca8577d53
1 changed files with 1 additions and 1 deletions

View File

@ -3707,7 +3707,7 @@ static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
while(glGetError());
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
checkGLcall("Specifying the PBO test texture\n");
GL_EXTCALL(glGenBuffersARB(1, &pbo));