wined3d: Make the condition to enter p8 conversion shader path more strict.
This prevents shader path from being entered for an offscreen surface when there is p8 render target and fixes failures in ddraw visual test (with opengl rendering and RTL_READDRAW mode) and visual glitches in Red Alert.
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@ -1533,7 +1533,11 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
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* in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
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* conflicts with this.
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*/
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if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && primary_render_target_is_p8(device))) || colorkey_active || !use_texturing ) {
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if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
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(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
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device->render_targets &&
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This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
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colorkey_active || !use_texturing ) {
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*format = GL_RGBA;
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*internal = GL_RGBA;
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*type = GL_UNSIGNED_BYTE;
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