wined3d: Flip WINED3DFMT_R8G8B8 to GL_RGB.
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@ -883,7 +883,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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case WINED3DFMT_R8G8B8:
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{
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glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
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GL_RGB, GL_UNSIGNED_BYTE, This->resource.allocatedMemory);
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GL_BGR, GL_UNSIGNED_BYTE, This->resource.allocatedMemory);
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vcheckGLcall("glDrawPixels");
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}
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break;
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@ -60,7 +60,7 @@ static const PixelFormatDesc formats[] = {
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{WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,0 ,0 ,0 },
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{WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,FALSE ,GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX ,GL_UNSIGNED_BYTE },
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/* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
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{WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,FALSE ,GL_RGB8 ,GL_RGB ,GL_UNSIGNED_BYTE },
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{WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,FALSE ,GL_RGB8 ,GL_BGR ,GL_UNSIGNED_BYTE },
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{WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,FALSE ,GL_RGBA8 ,GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV },
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{WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,FALSE ,GL_RGB8 ,GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV },
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{WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,FALSE ,GL_RGB5 ,GL_RGB ,GL_UNSIGNED_SHORT_5_6_5 },
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