bind = 0;
if (Usage & D3DUSAGE_RENDERTARGET) bind |= PIPE_BIND_RENDER_TARGET;
- if (Usage & D3DUSAGE_DEPTHSTENCIL) bind |= PIPE_BIND_DEPTH_STENCIL;
+ if (Usage & D3DUSAGE_DEPTHSTENCIL) {
+ if (!depth_stencil_format(CheckFormat))
+ return D3DERR_NOTAVAILABLE;
+ bind |= d3d9_get_pipe_depth_format_bindings(CheckFormat);
+ }
/* API hack because setting RT[0] to NULL is forbidden */
if (CheckFormat == D3DFMT_NULL && bind == PIPE_BIND_RENDER_TARGET &&
}
if (pParams->EnableAutoDepthStencil) {
tmplt.bind = d3d9_get_pipe_depth_format_bindings(pParams->AutoDepthStencilFormat);
- /* Checking the d3d9 depth format for texture support indicates the app if it can use
- * the format for shadow mapping or texturing. If the check returns true, then the app
- * is allowed to use this functionnality, so try first to create the buffer
- * with PIPE_BIND_SAMPLER_VIEW. If the format can't be created with it, try without.
- * If it fails with PIPE_BIND_SAMPLER_VIEW, then the app check for texture support
- * would fail too, so we are fine. */
- tmplt.bind |= PIPE_BIND_SAMPLER_VIEW;
tmplt.nr_samples = multisample_type;
tmplt.format = d3d9_to_pipe_format_checked(This->screen,
pParams->AutoDepthStencilFormat,
tmplt.nr_samples,
tmplt.bind,
FALSE, FALSE);
- if (tmplt.format == PIPE_FORMAT_NONE) {
- tmplt.bind &= ~PIPE_BIND_SAMPLER_VIEW;
- tmplt.format = d3d9_to_pipe_format_checked(This->screen,
- pParams->AutoDepthStencilFormat,
- PIPE_TEXTURE_2D,
- tmplt.nr_samples,
- tmplt.bind,
- FALSE, FALSE);
- }
if (tmplt.format == PIPE_FORMAT_NONE)
return D3DERR_INVALIDCALL;