wined3d: Enable D3DFMT_V8U8 with GL_ATI_fragment_shader.
authorStefan Dösinger <stefan@codeweavers.com>
Sat, 22 Mar 2008 16:02:09 +0000 (17:02 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Tue, 25 Mar 2008 18:50:55 +0000 (19:50 +0100)
dlls/wined3d/directx.c

index 3537cb037d1022fb4402ca3aba6893cb44f1ea70..bd66cfd9e74c63e906aa23c449b2aabeb56b618e 100644 (file)
@@ -1872,7 +1872,7 @@ static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
                 return FALSE;
         }
     }
-    if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
+    if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
         switch (CheckFormat) {
             case WINED3DFMT_V8U8:
                 TRACE_(d3d_caps)("[OK]\n");
@@ -2119,7 +2119,8 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
          *  and are still playable even without bump mapping
          */
         case WINED3DFMT_V8U8:
-            if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
+            if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
+               GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
                 return TRUE;
             }
             TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");