if (format <= D3DFMT_A2B10G10R10_XR_BIAS)
return nine_d3d9_to_pipe_format_map[format];
switch (format) {
- case D3DFMT_INTZ: return PIPE_FORMAT_Z24_UNORM_S8_UINT;
+ case D3DFMT_INTZ: return PIPE_FORMAT_S8_UINT_Z24_UNORM;
case D3DFMT_DXT1: return PIPE_FORMAT_DXT1_RGBA;
case D3DFMT_DXT2: return PIPE_FORMAT_DXT3_RGBA; /* XXX */
case D3DFMT_DXT3: return PIPE_FORMAT_DXT3_RGBA;
if (format_check_internal(result))
return result;
+
+ /* fallback to another format for formats
+ * that match several pipe_format */
+ switch(format) {
+ /* depth buffer formats are not lockable (except those for which it
+ * is precised in the name), so it is ok to match to another similar
+ * format. In all cases, if the app reads the texture with a shader,
+ * it gets depth on r and doesn't get stencil.*/
+ case D3DFMT_INTZ:
+ case D3DFMT_D24S8:
+ if (format_check_internal(PIPE_FORMAT_Z24_UNORM_S8_UINT))
+ return PIPE_FORMAT_Z24_UNORM_S8_UINT;
+ break;
+ case D3DFMT_D24X8:
+ if (format_check_internal(PIPE_FORMAT_Z24X8_UNORM))
+ return PIPE_FORMAT_Z24X8_UNORM;
+ default:
+ break;
+ }
return PIPE_FORMAT_NONE;
}