wined3d: Advertise post pixelshader blending for a few more formats.
Windows advertises it on all these formats(Nvidia Geforce 7400), and Trackmania Nations needs it on D3DFMT_Q8W8V8U8 to accept ps_3_0 support.
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3fbdb64270
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3e099d0147
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@ -203,19 +203,19 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
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{WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
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GL_RGBA, GL_UNSIGNED_BYTE,
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GL_RGBA, GL_UNSIGNED_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
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{WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
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GL_RGBA, GL_UNSIGNED_BYTE,
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GL_RGBA, GL_UNSIGNED_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
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{WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
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GL_RGBA, GL_UNSIGNED_BYTE,
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GL_RGBA, GL_UNSIGNED_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
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{WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
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GL_RGBA, GL_UNSIGNED_BYTE,
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GL_RGBA, GL_UNSIGNED_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
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{WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
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GL_RGBA, GL_UNSIGNED_BYTE,
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GL_RGBA, GL_UNSIGNED_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_MULTI2_ARGB8, 0, 0, 0,
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{WINED3DFMT_MULTI2_ARGB8, 0, 0, 0,
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0, 0,
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0, 0,
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0},
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0},
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@ -311,29 +311,29 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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/* Luminance */
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/* Luminance */
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{WINED3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
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{WINED3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
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GL_LUMINANCE, GL_UNSIGNED_BYTE,
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GL_LUMINANCE, GL_UNSIGNED_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
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{WINED3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_A4L4, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
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{WINED3DFMT_A4L4, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
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0},
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0},
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/* Bump mapping stuff */
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/* Bump mapping stuff */
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{WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
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{WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
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GL_DSDT_NV, GL_BYTE,
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GL_DSDT_NV, GL_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_L6V5U5, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
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{WINED3DFMT_L6V5U5, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
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GL_DSDT_MAG_NV, GL_BYTE,
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GL_DSDT_MAG_NV, GL_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_X8L8V8U8, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
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{WINED3DFMT_X8L8V8U8, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
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GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV,
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GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
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{WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
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GL_RGBA, GL_BYTE,
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GL_RGBA, GL_BYTE,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
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{WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
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GL_HILO_NV, GL_SHORT,
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GL_HILO_NV, GL_SHORT,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_W11V11U10, 0, 0, 0,
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{WINED3DFMT_W11V11U10, 0, 0, 0,
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0, 0,
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0, 0,
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0},
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0},
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@ -352,19 +352,19 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
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WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
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{WINED3DFMT_D24S8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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{WINED3DFMT_D24S8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
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WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
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{WINED3DFMT_D24X8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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{WINED3DFMT_D24X8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
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WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
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{WINED3DFMT_D24X4S4, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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{WINED3DFMT_D24X4S4, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
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WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
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WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
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{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
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WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
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{WINED3DFMT_L16, GL_LUMINANCE16_EXT, GL_LUMINANCE16_EXT, 0,
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{WINED3DFMT_L16, GL_LUMINANCE16_EXT, GL_LUMINANCE16_EXT, 0,
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GL_LUMINANCE, GL_UNSIGNED_SHORT,
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GL_LUMINANCE, GL_UNSIGNED_SHORT,
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WINED3DFMT_FLAG_FILTERING},
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_D32F_LOCKABLE, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
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{WINED3DFMT_D32F_LOCKABLE, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
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GL_DEPTH_COMPONENT, GL_FLOAT,
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GL_DEPTH_COMPONENT, GL_FLOAT,
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WINED3DFMT_FLAG_DEPTH},
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WINED3DFMT_FLAG_DEPTH},
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