diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 246c9bc3a07..baf2548716d 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -1080,7 +1080,7 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined } glEnable(GL_BLEND); - glClearColor(0, 0, 0, 1); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); if (glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION) { @@ -1088,65 +1088,72 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined TRACE("Format doesn't support post-pixelshader blending.\n"); format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING; } - - glViewport(0, 0, 16, 16); - glDisable(GL_LIGHTING); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - /* Draw a full-black quad */ - glBegin(GL_TRIANGLE_STRIP); - glColor4ub(0x00, 0x00, 0x00, 0xff); - glVertex3f(-1.0f, -1.0f, 0.0f); - glColor4ub(0x00, 0x00, 0x00, 0xff); - glVertex3f(1.0f, -1.0f, 0.0f); - glColor4ub(0x00, 0x00, 0x00, 0xff); - glVertex3f(-1.0f, 1.0f, 0.0f); - glColor4ub(0x00, 0x00, 0x00, 0xff); - glVertex3f(1.0f, 1.0f, 0.0f); - glEnd(); - - /* Draw a half-transparent red quad */ - glBegin(GL_TRIANGLE_STRIP); - glColor4ub(0xff, 0x00, 0x00, 0x80); - glVertex3f(-1.0f, -1.0f, 0.0f); - glColor4ub(0xff, 0x00, 0x00, 0x80); - glVertex3f(1.0f, -1.0f, 0.0f); - glColor4ub(0xff, 0x00, 0x00, 0x80); - glVertex3f(-1.0f, 1.0f, 0.0f); - glColor4ub(0xff, 0x00, 0x00, 0x80); - glVertex3f(1.0f, 1.0f, 0.0f); - glEnd(); - - glGenTextures(1, &tex2); - glBindTexture(GL_TEXTURE_2D, tex2); - - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 16, 16, 0); - glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback); - checkGLcall("Post-pixelshader blending check"); - - color = readback[7 * 16 + 7]; - a = color >> 24; - r = (color & 0x00ff0000) >> 16; - - if (format->red_mask && (r < 0x7b || r > 0x84)) - match = FALSE; - /* If the alpha component is more than 1 bit */ - else if ((format->alpha_mask & (format->alpha_mask - 1)) && (a < 0x9f || a > 0xdf)) - match = FALSE; - if (!match) + else { - TRACE("Format doesn't support post-pixelshader blending.\n"); - TRACE("Color output: %#x\n", color); - format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING; - } + glViewport(0, 0, 16, 16); + glDisable(GL_LIGHTING); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); - glBindTexture(GL_TEXTURE_2D, tex); - glDeleteTextures(1, &tex2); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + /* Draw a full-black quad */ + glBegin(GL_TRIANGLE_STRIP); + glColor4ub(0x00, 0x00, 0x00, 0xff); + glVertex3f(-1.0f, -1.0f, 0.0f); + glColor4ub(0x00, 0x00, 0x00, 0xff); + glVertex3f(1.0f, -1.0f, 0.0f); + glColor4ub(0x00, 0x00, 0x00, 0xff); + glVertex3f(-1.0f, 1.0f, 0.0f); + glColor4ub(0x00, 0x00, 0x00, 0xff); + glVertex3f(1.0f, 1.0f, 0.0f); + glEnd(); + + /* Draw a half-transparent red quad */ + glBegin(GL_TRIANGLE_STRIP); + glColor4ub(0xff, 0x00, 0x00, 0x80); + glVertex3f(-1.0f, -1.0f, 0.0f); + glColor4ub(0xff, 0x00, 0x00, 0x80); + glVertex3f(1.0f, -1.0f, 0.0f); + glColor4ub(0xff, 0x00, 0x00, 0x80); + glVertex3f(-1.0f, 1.0f, 0.0f); + glColor4ub(0xff, 0x00, 0x00, 0x80); + glVertex3f(1.0f, 1.0f, 0.0f); + glEnd(); + + glGenTextures(1, &tex2); + glBindTexture(GL_TEXTURE_2D, tex2); + + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 16, 16, 0); + glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback); + checkGLcall("Post-pixelshader blending check"); + + color = readback[7 * 16 + 7]; + a = color >> 24; + r = (color & 0x00ff0000) >> 16; + + if (format->red_mask && (r < 0x7b || r > 0x84)) + match = FALSE; + /* If the alpha component is more than 1 bit */ + else if ((format->alpha_mask & (format->alpha_mask - 1)) && (a < 0x9f || a > 0xdf)) + match = FALSE; + if (!match) + { + TRACE("Format doesn't support post-pixelshader blending.\n"); + TRACE("Color output: %#x\n", color); + format->flags &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING; + } + else + { + TRACE("Format supports post-pixelshader blending.\n"); + format->flags |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING; + } + + glBindTexture(GL_TEXTURE_2D, tex); + glDeleteTextures(1, &tex2); + } if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])