wined3d: Use a lookup table in d3dfmt_get_conv().

This commit is contained in:
Henri Verbeet 2014-09-30 07:59:19 +02:00 committed by Alexandre Julliard
parent a8ab569415
commit 0932567faf
1 changed files with 51 additions and 101 deletions

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@ -1591,115 +1591,65 @@ static HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_
BOOL colorkey_active = need_alpha_ck && (surface->container->color_key_flags & WINEDDSD_CKSRCBLT);
const struct wined3d_device *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
BOOL blit_supported = FALSE;
unsigned int i;
static const struct
{
enum wined3d_format_id src_format;
enum wined3d_conversion_type conversion_type;
GLint gl_internal;
GLint gl_format;
GLint gl_type;
unsigned int conv_byte_count;
}
color_key_info[] =
{
{WINED3DFMT_B5G6R5_UNORM, WINED3D_CT_CK_565, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, 2},
{WINED3DFMT_B5G5R5X1_UNORM, WINED3D_CT_CK_5551, GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 2},
{WINED3DFMT_B8G8R8_UNORM, WINED3D_CT_CK_RGB24, GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, 4},
{WINED3DFMT_B8G8R8X8_UNORM, WINED3D_CT_RGB32_888, GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, 4},
{WINED3DFMT_B8G8R8A8_UNORM, WINED3D_CT_CK_ARGB32, GL_RGBA8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4},
};
/* Copy the default values from the surface. Below we might perform fixups */
/* TODO: get rid of color keying desc fixups by using e.g. a table. */
*format = *surface->resource.format;
*conversion_type = WINED3D_CT_NONE;
/* Ok, now look if we have to do any conversion */
switch (surface->resource.format->id)
if (colorkey_active)
{
case WINED3DFMT_P8_UINT:
/* Below the call to blit_supported is disabled for Wine 1.2
* because the function isn't operating correctly yet. At the
* moment 8-bit blits are handled in software and if certain GL
* extensions are around, surface conversion is performed at
* upload time. The blit_supported call recognizes it as a
* destination fixup. This type of upload 'fixup' and 8-bit to
* 8-bit blits need to be handled by the blit_shader.
* TODO: get rid of this #if 0. */
#if 0
blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
&rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
&rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
#endif
blit_supported = gl_info->supported[ARB_FRAGMENT_PROGRAM];
for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
{
if (color_key_info[i].src_format != surface->resource.format->id)
continue;
/* Use conversion when the blit_shader backend supports it. It only supports this in case of
* texturing. Further also use conversion in case of color keying.
* Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
* in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
* conflicts with this.
*/
if (!((blit_supported && surface->container->swapchain
&& surface->container == surface->container->swapchain->front_buffer))
|| colorkey_active || !use_texturing)
{
format->glFormat = GL_RGBA;
format->glInternal = GL_RGBA;
format->glType = GL_UNSIGNED_BYTE;
format->conv_byte_count = 4;
*conversion_type = WINED3D_CT_PALETTED;
}
*conversion_type = color_key_info[i].conversion_type;
format->glInternal = color_key_info[i].gl_internal;
format->glFormat = color_key_info[i].gl_format;
format->glType = color_key_info[i].gl_type;
format->conv_byte_count = color_key_info[i].conv_byte_count;
break;
}
}
case WINED3DFMT_B2G3R3_UNORM:
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
if (colorkey_active) {
/* This texture format will never be used.. So do not care about color keying
up until the point in time it will be needed :-) */
FIXME(" ColorKeying not supported in the RGB 332 format !\n");
}
break;
case WINED3DFMT_B5G6R5_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_565;
format->glFormat = GL_RGBA;
format->glInternal = GL_RGB5_A1;
format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
format->conv_byte_count = 2;
}
break;
case WINED3DFMT_B5G5R5X1_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_5551;
format->glFormat = GL_BGRA;
format->glInternal = GL_RGB5_A1;
format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
format->conv_byte_count = 2;
}
break;
case WINED3DFMT_B8G8R8_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_RGB24;
format->glFormat = GL_RGBA;
format->glInternal = GL_RGBA8;
format->glType = GL_UNSIGNED_INT_8_8_8_8;
format->conv_byte_count = 4;
}
break;
case WINED3DFMT_B8G8R8X8_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_RGB32_888;
format->glFormat = GL_RGBA;
format->glInternal = GL_RGBA8;
format->glType = GL_UNSIGNED_INT_8_8_8_8;
format->conv_byte_count = 4;
}
break;
case WINED3DFMT_B8G8R8A8_UNORM:
if (colorkey_active)
{
*conversion_type = WINED3D_CT_CK_ARGB32;
format->conv_byte_count = 4;
}
break;
default:
break;
if (surface->resource.format->id == WINED3DFMT_P8_UINT)
{
/* FIXME: This should check if the blitter backend can do P8
* conversion, instead of checking for ARB_fragment_program. */
if (!((gl_info->supported[ARB_FRAGMENT_PROGRAM] && surface->container->swapchain
&& surface->container == surface->container->swapchain->front_buffer))
|| colorkey_active || !use_texturing)
{
*conversion_type = WINED3D_CT_PALETTED;
format->glInternal = GL_RGBA;
format->glFormat = GL_RGBA;
format->glType = GL_UNSIGNED_BYTE;
format->conv_byte_count = 4;
}
}
else if (surface->resource.format->id == WINED3DFMT_B2G3R3_UNORM && colorkey_active)
{
/* This texture format will never be used... So do not care about
* color-keying up until the point in time it will be needed. */
FIXME("Color-keying not supported with WINED3DFMT_B2G3R3_UNORM.\n");
}
if (*conversion_type != WINED3D_CT_NONE)