wined3d: Get rid of the special format handling in wined3d_check_depth_stencil_format().
By simply removing WINED3DFMT_FLAG_DEPTH_STENCIL from WINED3DFMT_S1_UINT_D15_UNORM and WINED3DFMT_S4X4_UINT_D24_UNORM. That's also the only way these formats could be used by GL, so this allows us to remove them from format_texture_info[] completely. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1506,14 +1506,6 @@ static BOOL wined3d_check_depth_stencil_format(const struct wined3d_adapter *ada
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if (!ds_format->depth_size && !ds_format->stencil_size)
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return FALSE;
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/* Blacklist formats not supported on Windows */
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if (ds_format->id == WINED3DFMT_S1_UINT_D15_UNORM /* Breaks the shadowvol2 dx7 sdk sample */
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|| ds_format->id == WINED3DFMT_S4X4_UINT_D24_UNORM)
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{
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TRACE("Format %s is blacklisted.\n", debug_d3dformat(ds_format->id));
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return FALSE;
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}
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return adapter->adapter_ops->adapter_check_format(adapter, adapter_format, NULL, ds_format);
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}
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@ -1007,52 +1007,6 @@ static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch,
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}
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}
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static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y, z;
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for (z = 0; z < depth; z++)
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{
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for (y = 0; y < height; ++y)
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{
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const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
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DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
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for (x = 0; x < width; ++x)
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{
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/* The depth data is normalized, so needs to be scaled,
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* the stencil data isn't. Scale depth data by
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* (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
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WORD d15 = source[x] >> 1;
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DWORD d24 = (d15 << 9) + (d15 >> 6);
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dest[x] = (d24 << 8) | (source[x] & 0x1);
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}
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}
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}
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}
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static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y, z;
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for (z = 0; z < depth; z++)
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{
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for (y = 0; y < height; ++y)
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{
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const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
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DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
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for (x = 0; x < width; ++x)
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{
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/* Just need to clear out the X4 part. */
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dest[x] = source[x] & ~0xf0;
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}
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}
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}
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}
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static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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@ -1791,14 +1745,6 @@ static const struct wined3d_format_texture_info format_texture_info[] =
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GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
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ARB_DEPTH_TEXTURE, NULL},
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{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
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WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
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ARB_DEPTH_TEXTURE, NULL},
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{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
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GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
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WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
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EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
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{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
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@ -1818,14 +1764,6 @@ static const struct wined3d_format_texture_info format_texture_info[] =
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
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| WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
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ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
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{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
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WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
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ARB_DEPTH_TEXTURE, NULL},
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{WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
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GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
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WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
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EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
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{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
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WINED3DFMT_FLAG_DEPTH_STENCIL,
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