wined3d: Fix inverse palette lookup for P8 surfaces.

The previous method didn't take into account duplicate entries for the same color.
This commit is contained in:
Roderick Colenbrander 2007-10-11 22:04:48 +02:00 committed by Alexandre Julliard
parent cb1d6517c7
commit 5749dd4051
1 changed files with 54 additions and 22 deletions

View File

@ -487,24 +487,32 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
{
case WINED3DFMT_P8:
{
/* GL can't return palettized data, so read ARGB pixels into a
* separate block of memory and convert them into palettized format
* in software. Slow, but if the app means to use palettized render
* targets and locks it...
*
* Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
* Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
* for the color channels when palettizing the colors.
*/
fmt = GL_RGB;
type = GL_UNSIGNED_BYTE;
pitch *= 3;
mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
if(!mem) {
ERR("Out of memory\n");
return;
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
/* In case of P8 render targets the index is stored in the alpha component */
fmt = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
mem = dest;
bpp = This->bytesPerPixel;
} else {
/* GL can't return palettized data, so read ARGB pixels into a
* separate block of memory and convert them into palettized format
* in software. Slow, but if the app means to use palettized render
* targets and locks it...
*
* Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
* Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
* for the color channels when palettizing the colors.
*/
fmt = GL_RGB;
type = GL_UNSIGNED_BYTE;
pitch *= 3;
mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
if(!mem) {
ERR("Out of memory\n");
return;
}
bpp = This->bytesPerPixel * 3;
}
bpp = This->bytesPerPixel * 3;
}
break;
@ -576,7 +584,12 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
}
}
if(This->resource.format == WINED3DFMT_P8) {
/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
* the same color but we have no choice.
* In case of render targets, the index is stored in the alpha component so no conversion is needed.
*/
if((This->resource.format == WINED3DFMT_P8) && !(This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
PALETTEENTRY *pal;
DWORD width = pitch / 3;
int x, y, c;
@ -1892,18 +1905,33 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN
static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE (*table)[4], BOOL colorkey) {
IWineD3DPaletteImpl* pal = This->palette;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL index_in_alpha = FALSE;
int i;
/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
* Reading back the RGB output each lockrect (each frame as they lock the whole screen)
* is slow. Further RGB->P8 conversion is not possible because palettes can have
* duplicate entries. Store the color key in the unused alpha component to speed the
* download up and to make conversion unneeded. */
if (device->render_targets && device->render_targets[0]) {
IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
if(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
index_in_alpha = TRUE;
}
if (pal == NULL) {
/* Still no palette? Use the device's palette */
/* Get the surface's palette */
for (i = 0; i < 256; i++) {
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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;
if (colorkey &&
if(index_in_alpha) {
table[i][3] = i;
} else if (colorkey &&
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
@ -1921,7 +1949,11 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE (*table)[4],
table[i][0] = pal->palents[i].peRed;
table[i][1] = pal->palents[i].peGreen;
table[i][2] = pal->palents[i].peBlue;
if (colorkey &&
if(index_in_alpha) {
table[i][3] = i;
}
else if (colorkey &&
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple