wined3d: Take alpha from device palette entry for d3d 8 and later.

Adds support for D3D >= 8 style palettes that contain alpha. This fixes
rendering problems in games like Commandos 3 and Madden NFL 2004.
This commit is contained in:
Alexander Dorofeyev 2008-02-17 17:37:00 -08:00 committed by Alexandre Julliard
parent 74c380cb7b
commit 5346039d5a
1 changed files with 18 additions and 10 deletions

View File

@ -2000,6 +2000,7 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
IWineD3DPaletteImpl* pal = This->palette;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL index_in_alpha = FALSE;
int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
int i;
/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
@ -2016,22 +2017,29 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
if (pal == NULL) {
/* Still no palette? Use the device's palette */
/* Get the surface's palette */
/* can ddraw and d3d < 8 surfaces use device's palette (d3d >= 8 feature)? */
for (i = 0; i < 256; i++) {
table[i][0] = device->palettes[device->currentPalette][i].peRed;
table[i][1] = device->palettes[device->currentPalette][i].peGreen;
table[i][2] = device->palettes[device->currentPalette][i].peBlue;
/* 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;
if(dxVersion >= 8) {
/* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
capability flag is present (wine does advertise this capability) */
table[i][3] = device->palettes[device->currentPalette][i].peFlags;
} else {
table[i][3] = 0xFF;
/* 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 {
table[i][3] = 0xFF;
}
}
}
} else {