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.
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@ -2000,6 +2000,7 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
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IWineD3DPaletteImpl* pal = This->palette;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL index_in_alpha = FALSE;
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int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
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int i;
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/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
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@ -2016,22 +2017,29 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
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if (pal == NULL) {
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/* Still no palette? Use the device's palette */
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/* Get the surface's palette */
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/* can ddraw and d3d < 8 surfaces use device's palette (d3d >= 8 feature)? */
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for (i = 0; i < 256; i++) {
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table[i][0] = device->palettes[device->currentPalette][i].peRed;
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table[i][1] = device->palettes[device->currentPalette][i].peGreen;
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table[i][2] = device->palettes[device->currentPalette][i].peBlue;
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/* BltOverride uses a GL_ALPHA_TEST based on GL_NOT_EQUAL 0, so the alpha component
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of pixels that should be masked away should be 0. When inde_in_alpha is set,
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we will store the palette index (the glReadPixels code reads GL_ALPHA back)
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or else we store 0xff. */
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if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
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table[i][3] = 0;
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} else if(index_in_alpha) {
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table[i][3] = i;
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if(dxVersion >= 8) {
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/* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
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alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
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capability flag is present (wine does advertise this capability) */
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table[i][3] = device->palettes[device->currentPalette][i].peFlags;
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} else {
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table[i][3] = 0xFF;
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/* BltOverride uses a GL_ALPHA_TEST based on GL_NOT_EQUAL 0, so the alpha component
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of pixels that should be masked away should be 0. When inde_in_alpha is set,
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we will store the palette index (the glReadPixels code reads GL_ALPHA back)
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or else we store 0xff. */
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if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
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table[i][3] = 0;
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} else if(index_in_alpha) {
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table[i][3] = i;
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} else {
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table[i][3] = 0xFF;
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}
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}
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}
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} else {
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