From eca8577d5368dbbbcce0f81a1d851934446895de Mon Sep 17 00:00:00 2001 From: Chris Robinson Date: Sat, 23 Aug 2008 14:14:10 -0700 Subject: [PATCH] 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. --- dlls/wined3d/directx.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index c55d66c39e0..6927052f1cf 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -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)); -- 2.11.4.GIT