wined3d: Read WINED3D_TEXTURE_COLOR_KEY and gl_color_key to find format conversions.
The idea is to make it clear that wined3d_texture_load is responsible for checking the color key for changes. Once we can do color keying in the shader we also have one place where we can disable the surface conversion.
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@ -4217,7 +4217,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
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if (texture->swapchain && texture->swapchain->palette)
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palette = texture->swapchain->palette;
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conversion->convert(data.addr, src_pitch, mem, dst_pitch,
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width, height, palette, &texture->src_blt_color_key);
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width, height, palette, &texture->gl_color_key);
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src_pitch = dst_pitch;
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data.addr = mem;
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}
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@ -795,7 +795,7 @@ const struct wined3d_color_key_conversion * wined3d_format_get_color_key_convers
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WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
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};
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if (need_alpha_ck && (texture->color_key_flags & WINED3D_CKEY_SRC_BLT))
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if (need_alpha_ck && (texture->flags & WINED3D_TEXTURE_COLOR_KEY))
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{
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for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
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{
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