wined3d: Clear unused channels on R32F and R16F textures on readback.

This commit is contained in:
Stefan Dösinger 2007-08-21 22:46:52 +02:00 committed by Alexandre Julliard
parent 8c9c084004
commit 0d749e8e26
1 changed files with 37 additions and 0 deletions

View File

@ -1963,6 +1963,41 @@ static BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
return TRUE;
}
static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
GLboolean oldwrite[4];
/* Some formats have only some color channels, and the others are 1.0.
* since our rendering renders to all channels, and those pixel formats
* are emulated by using a full texture with the other channels set to 1.0
* manually, clear the unused channels.
*
* This could be done with hacking colorwriteenable to mask the colors,
* but before drawing the buffer would have to be cleared too, so there's
* no gain in that
*/
switch(This->resource.format) {
case WINED3DFMT_R16F:
case WINED3DFMT_R32F:
TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
/* Do not activate a context, the correct drawable is active already
* though just the read buffer is set, make sure to have the correct draw
* buffer too
*/
glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
glDisable(GL_SCISSOR_TEST);
glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
checkGLcall("Unused channel clear\n");
break;
default: break;
}
}
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
@ -2027,6 +2062,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
This->pow2Height, format, type);
}
clear_unused_channels(This);
glCopyTexSubImage2D(This->glDescription.target,
This->glDescription.level,
0, 0, 0, 0,