forked from Mirrors/wine-wine
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
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757f347dd3
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eca8577d53
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@ -3707,7 +3707,7 @@ static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
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while(glGetError());
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while(glGetError());
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glGenTextures(1, &texture);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
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checkGLcall("Specifying the PBO test texture\n");
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checkGLcall("Specifying the PBO test texture\n");
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GL_EXTCALL(glGenBuffersARB(1, &pbo));
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GL_EXTCALL(glGenBuffersARB(1, &pbo));
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