wined3d: Fix inverse palette lookup for P8 surfaces.
The previous method didn't take into account duplicate entries for the same color.
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cb1d6517c7
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@ -487,24 +487,32 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
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{
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case WINED3DFMT_P8:
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{
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/* GL can't return palettized data, so read ARGB pixels into a
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* separate block of memory and convert them into palettized format
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* in software. Slow, but if the app means to use palettized render
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* targets and locks it...
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*
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* Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
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* Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
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* for the color channels when palettizing the colors.
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*/
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fmt = GL_RGB;
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type = GL_UNSIGNED_BYTE;
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pitch *= 3;
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mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
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if(!mem) {
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ERR("Out of memory\n");
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return;
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if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
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/* In case of P8 render targets the index is stored in the alpha component */
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fmt = GL_ALPHA;
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type = GL_UNSIGNED_BYTE;
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mem = dest;
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bpp = This->bytesPerPixel;
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} else {
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/* GL can't return palettized data, so read ARGB pixels into a
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* separate block of memory and convert them into palettized format
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* in software. Slow, but if the app means to use palettized render
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* targets and locks it...
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*
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* Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
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* Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
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* for the color channels when palettizing the colors.
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*/
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fmt = GL_RGB;
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type = GL_UNSIGNED_BYTE;
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pitch *= 3;
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mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
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if(!mem) {
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ERR("Out of memory\n");
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return;
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}
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bpp = This->bytesPerPixel * 3;
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}
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bpp = This->bytesPerPixel * 3;
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}
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break;
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@ -576,7 +584,12 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
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}
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}
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if(This->resource.format == WINED3DFMT_P8) {
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/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
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* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
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* the same color but we have no choice.
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* In case of render targets, the index is stored in the alpha component so no conversion is needed.
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*/
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if((This->resource.format == WINED3DFMT_P8) && !(This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
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PALETTEENTRY *pal;
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DWORD width = pitch / 3;
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int x, y, c;
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@ -1892,18 +1905,33 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN
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static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE (*table)[4], BOOL colorkey) {
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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 i;
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/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
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* Reading back the RGB output each lockrect (each frame as they lock the whole screen)
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* is slow. Further RGB->P8 conversion is not possible because palettes can have
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* duplicate entries. Store the color key in the unused alpha component to speed the
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* download up and to make conversion unneeded. */
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if (device->render_targets && device->render_targets[0]) {
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IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
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if(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
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index_in_alpha = TRUE;
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}
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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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for (i = 0; i < 256; i++) {
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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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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if (colorkey &&
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if(index_in_alpha) {
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table[i][3] = i;
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} else if (colorkey &&
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(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
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(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
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/* We should maybe here put a more 'neutral' color than the standard bright purple
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@ -1921,7 +1949,11 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE (*table)[4],
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table[i][0] = pal->palents[i].peRed;
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table[i][1] = pal->palents[i].peGreen;
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table[i][2] = pal->palents[i].peBlue;
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if (colorkey &&
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if(index_in_alpha) {
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table[i][3] = i;
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}
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else if (colorkey &&
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(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
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(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
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/* We should maybe here put a more 'neutral' color than the standard bright purple
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