wined3d: Make sure to set the color key when it is needed including for index_in_alpha.

This commit is contained in:
Roderick Colenbrander 2008-01-29 20:08:25 +01:00 committed by Alexandre Julliard
parent 41848c828b
commit 1b78457bc6
1 changed files with 14 additions and 17 deletions

View File

@ -1930,15 +1930,14 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
table[i][1] = device->palettes[device->currentPalette][i].peGreen;
table[i][2] = device->palettes[device->currentPalette][i].peBlue;
if(index_in_alpha) {
/* 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] = 0;
} else if(index_in_alpha) {
table[i][3] = i;
} else if (colorkey &&
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi-linear
filtering is on */
table[i][3] = 0x00;
} else {
table[i][3] = 0xFF;
}
@ -1951,16 +1950,14 @@ 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;
if(index_in_alpha) {
table[i][3] = i;
}
else if (colorkey &&
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi-linear
filtering is on */
/* 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) {
table[i][3] = i;
} else if(pal->Flags & WINEDDPCAPS_ALPHA) {
table[i][3] = pal->palents[i].peFlags;
} else {