wined3d: Improve the unsigned emulation of WINED3DFMT_R5G5_SNORM_L6_UNORM.

This commit is contained in:
Stefan Dösinger 2015-03-07 10:03:36 +01:00 committed by Alexandre Julliard
parent ce836bf651
commit 6f2f73a456
1 changed files with 15 additions and 11 deletions

View File

@ -294,25 +294,29 @@ static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth) UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{ {
unsigned int x, y, z; unsigned int x, y, z;
const WORD *Source; unsigned char r_in, g_in, l_in;
const unsigned short *texel_in;
unsigned short *texel_out;
/* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
* E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
* back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
* ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
for (z = 0; z < depth; z++) for (z = 0; z < depth; z++)
{ {
for (y = 0; y < height; y++) for (y = 0; y < height; y++)
{ {
unsigned short *Dest_s = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch); texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch); texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
for (x = 0; x < width; x++ ) for (x = 0; x < width; x++ )
{ {
short color = (*Source++); l_in = (*texel_in & 0xfc00) >> 10;
unsigned char l = ((color >> 10) & 0xfc); g_in = (*texel_in & 0x03e0) >> 5;
short v = ((color >> 5) & 0x3e); r_in = *texel_in & 0x001f;
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); *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
Dest_s += 1; texel_out++;
texel_in++;
} }
} }
} }