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.
This commit is contained in:
Stefan Dösinger 2009-02-25 21:20:39 +01:00 committed by Alexandre Julliard
parent 3fbdb64270
commit 3e099d0147
1 changed files with 16 additions and 16 deletions

View File

@ -203,19 +203,19 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0, {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, GL_UNSIGNED_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0, {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, GL_UNSIGNED_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0, {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, GL_UNSIGNED_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0, {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, GL_UNSIGNED_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0, {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, GL_UNSIGNED_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0,
0, 0, 0, 0,
0}, 0},
@ -311,29 +311,29 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
/* Luminance */ /* Luminance */
{WINED3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0, {WINED3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LUMINANCE, GL_UNSIGNED_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0, {WINED3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_A4L4, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0, {WINED3DFMT_A4L4, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
0}, 0},
/* Bump mapping stuff */ /* Bump mapping stuff */
{WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0, {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
GL_DSDT_NV, GL_BYTE, GL_DSDT_NV, GL_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_L6V5U5, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0, {WINED3DFMT_L6V5U5, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
GL_DSDT_MAG_NV, GL_BYTE, GL_DSDT_MAG_NV, GL_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_X8L8V8U8, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0, {WINED3DFMT_X8L8V8U8, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0, {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
GL_RGBA, GL_BYTE, GL_RGBA, GL_BYTE,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0, {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
GL_HILO_NV, GL_SHORT, GL_HILO_NV, GL_SHORT,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_W11V11U10, 0, 0, 0, {WINED3DFMT_W11V11U10, 0, 0, 0,
0, 0, 0, 0,
0}, 0},
@ -352,19 +352,19 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL}, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
{WINED3DFMT_D24S8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, {WINED3DFMT_D24S8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
{WINED3DFMT_D24X8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, {WINED3DFMT_D24X8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
{WINED3DFMT_D24X4S4, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, {WINED3DFMT_D24X4S4, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL}, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
{WINED3DFMT_L16, GL_LUMINANCE16_EXT, GL_LUMINANCE16_EXT, 0, {WINED3DFMT_L16, GL_LUMINANCE16_EXT, GL_LUMINANCE16_EXT, 0,
GL_LUMINANCE, GL_UNSIGNED_SHORT, GL_LUMINANCE, GL_UNSIGNED_SHORT,
WINED3DFMT_FLAG_FILTERING}, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_D32F_LOCKABLE, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0, {WINED3DFMT_D32F_LOCKABLE, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, GL_DEPTH_COMPONENT, GL_FLOAT,
WINED3DFMT_FLAG_DEPTH}, WINED3DFMT_FLAG_DEPTH},