wined3d: Initial post pixelshader blending support. [attempt 2].

For each pixel format we store a flag in the table whether it supports
post pixelshader blending. Before applying blending or during a
context switch we verify that blending is turned off for the
format. In case of R32F this gave a 5-6x performance boost (without
filtering and software conversion).
This commit is contained in:
Roderick Colenbrander 2008-03-28 10:02:39 +01:00 committed by Alexandre Julliard
parent 61f7dc006a
commit 4eaa424c79
5 changed files with 84 additions and 66 deletions

View File

@ -724,10 +724,12 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
* the alpha blend state changes with different render target formats * the alpha blend state changes with different render target formats
*/ */
if(oldFmt != newFmt) { if(oldFmt != newFmt) {
const GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL); const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, NULL, NULL); const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask)) { /* Disable blending when the alphaMask has changed and when a format doesn't support blending */
if((old->alphaMask && !new->alphaMask) || (!old->alphaMask && new->alphaMask) || !(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
} }
} }

View File

@ -243,8 +243,18 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] || if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
stateblock->renderState[WINED3DRS_EDGEANTIALIAS] || stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) { stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
glEnable(GL_BLEND); const GlPixelFormatDesc *glDesc;
checkGLcall("glEnable GL_BLEND"); getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
/* When pixel shaders are used on a format that doesn't offer blending, disable blending else we could face a big performance penalty. */
if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) && use_ps(stateblock->wineD3DDevice)) {
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
return;
} else {
glEnable(GL_BLEND);
checkGLcall("glEnable GL_BLEND");
}
} else { } else {
glDisable(GL_BLEND); glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND"); checkGLcall("glDisable GL_BLEND");

View File

@ -116,6 +116,7 @@ static const StaticPixelFormatDesc formats[] = {
typedef struct { typedef struct {
WINED3DFORMAT fmt; WINED3DFORMAT fmt;
GLint glInternal, glGammaInternal, rtInternal, glFormat, glType; GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
unsigned int Flags;
} GlPixelFormatDescTemplate; } GlPixelFormatDescTemplate;
/***************************************************************************** /*****************************************************************************
@ -125,78 +126,78 @@ typedef struct {
* table. * table.
*/ */
static const GlPixelFormatDescTemplate gl_formats_template[] = { static const GlPixelFormatDescTemplate gl_formats_template[] = {
/*{ internal ,srgbInternal , rtInternal, format ,type }*/ /*{ internal ,srgbInternal , rtInternal, format ,type ,Flags }*/
{WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0 ,0 },
/* FourCC formats */ /* FourCC formats */
{WINED3DFMT_UYVY ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_UYVY ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_YUY2 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_YUY2 ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,0 },
{WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,0 },
{WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,0 },
{WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,0 },
{WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE ,0 },
{WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0 ,0 },
/* IEEE formats */ /* IEEE formats */
{WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT }, {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT ,0 },
{WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT }, {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT ,0 },
/* Hmm? */ /* Hmm? */
{WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0 ,0 },
/* Float */ /* Float */
{WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB }, {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB ,0 },
{WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB }, {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB ,0 },
/* Palettized formats */ /* Palettized formats */
{WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0 }, {WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE }, {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE ,0 },
/* Standard ARGB formats */ /* Standard ARGB formats */
{WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE }, {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV }, {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV }, {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5 }, {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV }, {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV }, {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV }, {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2 }, {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2 ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE }, {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV }, {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A2B10G10R10 ,GL_RGBA ,GL_RGBA , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV }, {WINED3DFMT_A2B10G10R10 ,GL_RGBA ,GL_RGBA , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV }, {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV }, {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT }, {WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A2R10G10B10 ,GL_RGBA ,GL_RGBA , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV }, {WINED3DFMT_A2R10G10B10 ,GL_RGBA ,GL_RGBA , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT }, {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT ,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
/* Luminance */ /* Luminance */
{WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE }, {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE ,0 },
{WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE }, {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE ,0 },
{WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE }, {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE ,0 },
/* Bump mapping stuff */ /* Bump mapping stuff */
{WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE }, {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE ,0 },
{WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE }, {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE ,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}, {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,0 },
{WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE }, {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE ,0 },
{WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT }, {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT ,0 },
{WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0 ,0 },
/* Depth stencil formats */ /* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT }, {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT ,0 },
{WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT ,0 },
{WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT }, {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT ,0 },
{WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT ,0 },
{WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT ,0 },
{WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT ,0 },
{WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT }, {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT ,0 },
{WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT }, {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT ,0 },
{WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT }, {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT ,0 },
{WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT }, {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT ,0 },
/* Is this a vertex buffer? */ /* Is this a vertex buffer? */
{WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0 }, {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0 ,0 },
{WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT } {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT ,0 }
}; };
static inline int getFmtIdx(WINED3DFORMAT fmt) { static inline int getFmtIdx(WINED3DFORMAT fmt) {
@ -236,6 +237,7 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat; gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
gl_info->gl_formats[dst].glType = gl_formats_template[src].glType; gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN; gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
if(wined3d_settings.offscreen_rendering_mode == ORM_FBO && if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
gl_formats_template[src].rtInternal != 0) { gl_formats_template[src].rtInternal != 0) {

View File

@ -30,6 +30,9 @@ typedef enum {
WINED3D_DCS_NO_COPY = 2 WINED3D_DCS_NO_COPY = 2
} WINED3D_DEPTHCOPYSTATE; } WINED3D_DEPTHCOPYSTATE;
/* WineD3D pixel format flags */
#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
/** DCL usage masks **/ /** DCL usage masks **/
#define WINED3DSP_DCL_USAGE_SHIFT 0 #define WINED3DSP_DCL_USAGE_SHIFT 0
#define WINED3DSP_DCL_USAGE_MASK 0x0000000f #define WINED3DSP_DCL_USAGE_MASK 0x0000000f

View File

@ -3784,6 +3784,7 @@ typedef BOOL (WINAPI * WINED3D_PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer,
typedef struct { typedef struct {
GLint glInternal, glGammaInternal, rtInternal, glFormat, glType; GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
WINED3DFORMAT conversion_group; WINED3DFORMAT conversion_group;
unsigned int Flags;
} GlPixelFormatDesc; } GlPixelFormatDesc;
typedef struct _WINED3DGLTYPE { typedef struct _WINED3DGLTYPE {