wined3d: Use the color key in glAlphaFunc in case of index_in_alpha.

This commit is contained in:
Roderick Colenbrander 2008-02-21 21:58:53 +01:00 committed by Alexandre Julliard
parent 0cdccfc8b5
commit 0b3d880c8e
1 changed files with 15 additions and 8 deletions

View File

@ -2048,14 +2048,14 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
table[i][1] = pal->palents[i].peGreen;
table[i][2] = pal->palents[i].peBlue;
/* BltOverride uses a GL_ALPHA_TEST based on GL_NOT_EQUAL 0, so the alpha component
of pixels that should be masked away should be 0. When inde_in_alpha is set,
we will store the palette index (the glReadPixels code reads GL_ALPHA back)
or else we store 0xff. */
if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
table[i][3] = 0x00;
} else if(index_in_alpha) {
/* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
of pixels that should be masked away is set to 0. */
if(index_in_alpha) {
table[i][3] = i;
} else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
table[i][3] = 0x00;
} else if(pal->Flags & WINEDDPCAPS_ALPHA) {
table[i][3] = pal->palents[i].peFlags;
} else {
@ -3270,7 +3270,14 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
glAlphaFunc(GL_NOTEQUAL, 0.0);
/* When the primary render target uses P8, the alpha component contains the palette index.
* Which means that the colorkey is one of the palette entries. In other cases pixels that
* should be masked away have alpha set to 0. */
if(primary_render_target_is_p8(myDevice))
glAlphaFunc(GL_NOTEQUAL, (float)This->SrcBltCKey.dwColorSpaceLowValue / 256.0);
else
glAlphaFunc(GL_NOTEQUAL, 0.0);
checkGLcall("glAlphaFunc\n");
} else {
glDisable(GL_ALPHA_TEST);