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Józef Kucia authored
In Direct3D a different format is used for sampling depth textures, but this is not the case in OpenGL. We still need to create a texture view when a texture type is different than a view type, or when a shader resource view is being created for a subset of sub-resources. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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