wined3d: Make format conversion functions work on volumes.

This commit is contained in:
Stefan Dösinger 2013-09-23 13:29:13 +02:00 committed by Alexandre Julliard
parent bb172d2a38
commit 5e89689bcd
4 changed files with 225 additions and 181 deletions

View File

@ -5524,7 +5524,8 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
context_release(context);
return E_OUTOFMEMORY;
}
format.convert(surface->resource.allocatedMemory, mem, src_pitch, dst_pitch, width, height);
format.convert(surface->resource.allocatedMemory, mem, src_pitch, src_pitch * height,
dst_pitch, dst_pitch * height, width, height, 1);
format.byte_count = format.conv_byte_count;
src_pitch = dst_pitch;
}

View File

@ -253,61 +253,70 @@ struct wined3d_format_texture_info
unsigned int conv_byte_count;
unsigned int flags;
enum wined3d_gl_extension extension;
void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT dst_pitch, UINT width, UINT height);
void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
};
static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
/* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
* format+type combination to load it. Thus convert it to A8L8, then load it
* with A4L4 internal, but A8L8 format+type
*/
unsigned int x, y;
unsigned int x, y, z;
const unsigned char *Source;
unsigned char *Dest;
for(y = 0; y < height; y++) {
Source = src + y * pitch;
Dest = dst + y * dst_pitch;
for (x = 0; x < width; x++ ) {
unsigned char color = (*Source++);
/* A */ Dest[1] = (color & 0xf0) << 0;
/* L */ Dest[0] = (color & 0x0f) << 4;
Dest += 2;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = src + z * src_slice_pitch + y * src_row_pitch;
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
unsigned char color = (*Source++);
/* A */ Dest[1] = (color & 0xf0) << 0;
/* L */ Dest[0] = (color & 0x0f) << 4;
Dest += 2;
}
}
}
}
static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
const WORD *Source;
for(y = 0; y < height; y++)
for (z = 0; z < depth; z++)
{
unsigned short *Dest_s = (unsigned short *) (dst + y * dst_pitch);
Source = (const WORD *)(src + y * pitch);
for (x = 0; x < width; x++ )
for (y = 0; y < height; y++)
{
short color = (*Source++);
unsigned char l = ((color >> 10) & 0xfc);
short v = ((color >> 5) & 0x3e);
short u = ((color ) & 0x1f);
short v_conv = v + 16;
short u_conv = u + 16;
unsigned short *Dest_s = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
for (x = 0; x < width; x++ )
{
short color = (*Source++);
unsigned char l = ((color >> 10) & 0xfc);
short v = ((color >> 5) & 0x3e);
short u = ((color ) & 0x1f);
short v_conv = v + 16;
short u_conv = u + 16;
*Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
Dest_s += 1;
*Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
Dest_s += 1;
}
}
}
}
static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
const WORD *Source;
unsigned char *Dest;
@ -315,57 +324,65 @@ static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitc
* fixed function and shaders without further conversion once the surface is
* loaded
*/
for(y = 0; y < height; y++) {
Source = (const WORD *)(src + y * pitch);
Dest = dst + y * dst_pitch;
for (x = 0; x < width; x++ ) {
short color = (*Source++);
unsigned char l = ((color >> 10) & 0xfc);
char v = ((color >> 5) & 0x3e);
char u = ((color ) & 0x1f);
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
short color = (*Source++);
unsigned char l = ((color >> 10) & 0xfc);
char v = ((color >> 5) & 0x3e);
char u = ((color ) & 0x1f);
/* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
* and doubles the positive range. Thus shift left only once, gl does the 2nd
* shift. GL reads a signed value and converts it into an unsigned value.
*/
/* M */ Dest[2] = l << 1;
/* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
* and doubles the positive range. Thus shift left only once, gl does the 2nd
* shift. GL reads a signed value and converts it into an unsigned value.
*/
/* M */ Dest[2] = l << 1;
/* Those are read as signed, but kept signed. Just left-shift 3 times to scale
* from 5 bit values to 8 bit values.
*/
/* V */ Dest[1] = v << 3;
/* U */ Dest[0] = u << 3;
Dest += 3;
/* Those are read as signed, but kept signed. Just left-shift 3 times to scale
* from 5 bit values to 8 bit values.
*/
/* V */ Dest[1] = v << 3;
/* U */ Dest[0] = u << 3;
Dest += 3;
}
}
}
}
static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
const short *Source;
unsigned char *Dest;
for(y = 0; y < height; y++)
for (z = 0; z < depth; z++)
{
Source = (const short *)(src + y * pitch);
Dest = dst + y * dst_pitch;
for (x = 0; x < width; x++ )
for (y = 0; y < height; y++)
{
const short color = (*Source++);
/* B */ Dest[0] = 0xff;
/* G */ Dest[1] = (color >> 8) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
Dest += 3;
Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
const short color = (*Source++);
/* B */ Dest[0] = 0xff;
/* G */ Dest[1] = (color >> 8) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
Dest += 3;
}
}
}
}
static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
const DWORD *Source;
unsigned char *Dest;
@ -373,196 +390,222 @@ static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch
* shaders if the shader is adjusted. (There's no use for this format in gl's
* standard fixed function pipeline anyway).
*/
for(y = 0; y < height; y++)
for (z = 0; z < depth; z++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * dst_pitch;
for (x = 0; x < width; x++ )
for (y = 0; y < height; y++)
{
LONG color = (*Source++);
/* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
Dest += 4;
Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
Dest += 4;
}
}
}
}
static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
const DWORD *Source;
unsigned char *Dest;
/* This implementation works with the fixed function pipeline and shaders
* without further modification after converting the surface.
*/
for(y = 0; y < height; y++)
for (z = 0; z < depth; z++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * dst_pitch;
for (x = 0; x < width; x++ )
for (y = 0; y < height; y++)
{
LONG color = (*Source++);
/* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
/* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
/* U */ Dest[0] = (color & 0xff); /* U */
/* I */ Dest[3] = 255; /* X */
Dest += 4;
Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
/* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
/* U */ Dest[0] = (color & 0xff); /* U */
/* I */ Dest[3] = 255; /* X */
Dest += 4;
}
}
}
}
static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
const DWORD *Source;
unsigned char *Dest;
for(y = 0; y < height; y++)
for (z = 0; z < depth; z++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * dst_pitch;
for (x = 0; x < width; x++ )
for (y = 0; y < height; y++)
{
LONG color = (*Source++);
/* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
/* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
Dest += 4;
Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
LONG color = (*Source++);
/* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
/* R */ Dest[2] = (color & 0xff) + 128; /* U */
/* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
Dest += 4;
}
}
}
}
static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
const DWORD *Source;
unsigned short *Dest;
for(y = 0; y < height; y++)
for (z = 0; z < depth; z++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = (unsigned short *) (dst + y * dst_pitch);
for (x = 0; x < width; x++ )
for (y = 0; y < height; y++)
{
const DWORD color = (*Source++);
/* B */ Dest[0] = 0xffff;
/* G */ Dest[1] = (color >> 16) + 32768; /* V */
/* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
Dest += 3;
Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; x++ )
{
const DWORD color = (*Source++);
/* B */ Dest[0] = 0xffff;
/* G */ Dest[1] = (color >> 16) + 32768; /* V */
/* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
Dest += 3;
}
}
}
}
static void convert_r16g16(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
const WORD *Source;
WORD *Dest;
for(y = 0; y < height; y++)
for (z = 0; z < depth; z++)
{
Source = (const WORD *)(src + y * pitch);
Dest = (WORD *) (dst + y * dst_pitch);
for (x = 0; x < width; x++ )
for (y = 0; y < height; y++)
{
WORD green = (*Source++);
WORD red = (*Source++);
Dest[0] = green;
Dest[1] = red;
/* Strictly speaking not correct for R16G16F, but it doesn't matter because the
* shader overwrites it anyway
*/
Dest[2] = 0xffff;
Dest += 3;
Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; x++ )
{
WORD green = (*Source++);
WORD red = (*Source++);
Dest[0] = green;
Dest[1] = red;
/* Strictly speaking not correct for R16G16F, but it doesn't matter because the
* shader overwrites it anyway */
Dest[2] = 0xffff;
Dest += 3;
}
}
}
}
static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
const float *Source;
float *Dest;
for(y = 0; y < height; y++)
for (z = 0; z < depth; z++)
{
Source = (const float *)(src + y * pitch);
Dest = (float *) (dst + y * dst_pitch);
for (x = 0; x < width; x++ )
for (y = 0; y < height; y++)
{
float green = (*Source++);
float red = (*Source++);
Dest[0] = green;
Dest[1] = red;
Dest[2] = 1.0f;
Dest += 3;
Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; x++ )
{
float green = (*Source++);
float red = (*Source++);
Dest[0] = green;
Dest[1] = red;
Dest[2] = 1.0f;
Dest += 3;
}
}
}
}
static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
for (y = 0; y < height; ++y)
for (z = 0; z < depth; z++)
{
const WORD *source = (const WORD *)(src + y * pitch);
DWORD *dest = (DWORD *)(dst + y * dst_pitch);
for (x = 0; x < width; ++x)
for (y = 0; y < height; ++y)
{
/* The depth data is normalized, so needs to be scaled,
* the stencil data isn't. Scale depth data by
* (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
WORD d15 = source[x] >> 1;
DWORD d24 = (d15 << 9) + (d15 >> 6);
dest[x] = (d24 << 8) | (source[x] & 0x1);
const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; ++x)
{
/* The depth data is normalized, so needs to be scaled,
* the stencil data isn't. Scale depth data by
* (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
WORD d15 = source[x] >> 1;
DWORD d24 = (d15 << 9) + (d15 >> 6);
dest[x] = (d24 << 8) | (source[x] & 0x1);
}
}
}
}
static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
for (y = 0; y < height; ++y)
for (z = 0; z < depth; z++)
{
const DWORD *source = (const DWORD *)(src + y * pitch);
DWORD *dest = (DWORD *)(dst + y * dst_pitch);
for (x = 0; x < width; ++x)
for (y = 0; y < height; ++y)
{
/* Just need to clear out the X4 part. */
dest[x] = source[x] & ~0xf0;
const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
for (x = 0; x < width; ++x)
{
/* Just need to clear out the X4 part. */
dest[x] = source[x] & ~0xf0;
}
}
}
}
static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT pitch,
UINT dst_pitch, UINT width, UINT height)
static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y;
unsigned int x, y, z;
for (y = 0; y < height; ++y)
for (z = 0; z < depth; z++)
{
const DWORD *source = (const DWORD *)(src + y * pitch);
float *dest_f = (float *)(dst + y * dst_pitch);
DWORD *dest_s = (DWORD *)(dst + y * dst_pitch);
for (x = 0; x < width; ++x)
for (y = 0; y < height; ++y)
{
dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
dest_s[x * 2 + 1] = source[x] & 0xff;
const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
DWORD *dest_s = (DWORD *)dest_f;
for (x = 0; x < width; ++x)
{
dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
dest_s[x * 2 + 1] = source[x] & 0xff;
}
}
}
}

View File

@ -104,7 +104,7 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
const struct wined3d_format *format = volume->resource.format;
UINT width = volume->resource.width;
UINT height = volume->resource.height;
UINT depth = volume->resource.depth, z;
UINT depth = volume->resource.depth;
BYTE *mem = data->addr;
TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
@ -129,9 +129,8 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
wined3d_volume_get_pitch(volume, &src_row_pitch, &src_slice_pitch);
mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
for (z = 0; z < depth; z++)
format->convert(data->addr + z * src_slice_pitch, mem + z * dst_slice_pitch,
src_row_pitch, dst_row_pitch, width, height);
format->convert(data->addr, mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, width, height, depth);
}
if (data->buffer_object)

View File

@ -2970,7 +2970,8 @@ struct wined3d_format
unsigned int flags;
struct wined3d_rational height_scale;
struct color_fixup_desc color_fixup;
void (*convert)(const BYTE *src, BYTE *dst, UINT src_pitch, UINT dst_pitch, UINT width, UINT height);
void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
};
const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,