Commit bb82bc78 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Use a string channel desc to initialize typed formats.

Avoid the need for manually set type attributes, and initialize the component count for all such formats. This fixes use of R11G11B10_FLOAT as a vertex attribute format with the GL backend. Since it has no corresponding typeless format, prior to this commit the component count was uninitialized and hence use of the format would result in a GL error. This fixes a GL error with Dark Souls Remastered. I did not immediately observe any corresponding rendering errors, however.
parent 941e685a
......@@ -19611,8 +19611,7 @@ static void test_vertex_formats(void)
ID3D10Device_PSSetShader(device, test_context.ps);
ID3D10Device_Draw(device, 4, 0);
todo_wine_if (tests[i].format == DXGI_FORMAT_R11G11B10_FLOAT)
check_texture_vec4(rt, &tests[i].expect, 1);
check_texture_vec4(rt, &tests[i].expect, 1);
ID3D10InputLayout_Release(input_layout);
......
......@@ -34903,8 +34903,7 @@ static void test_vertex_formats(void)
ID3D11DeviceContext_PSSetShader(context, test_context.ps, NULL, 0);
ID3D11DeviceContext_Draw(context, 4, 0);
todo_wine_if (tests[i].format == DXGI_FORMAT_R11G11B10_FLOAT)
check_texture_vec4(rt, &tests[i].expect, 1);
check_texture_vec4(rt, &tests[i].expect, 1);
ID3D11InputLayout_Release(input_layout);
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