wined3d: Move X8L8V8U8 surface conversion to the format table.

This commit is contained in:
Roderick Colenbrander 2010-04-08 22:49:49 +02:00 committed by Alexandre Julliard
parent 60c6294f84
commit 7df7ce40c3
2 changed files with 54 additions and 61 deletions

View File

@ -2247,20 +2247,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
}
break;
case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
*convert = CONVERT_X8L8V8U8;
desc->conv_byte_count = 4;
if (gl_info->supported[NV_TEXTURE_SHADER])
{
/* Use formats from gl table. It is a bit unfortunate, but the conversion
* is needed to set the X format to 255 to get 1.0 for alpha when sampling
* the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
* the needed type and format parameter, so the internal format contains a
* 4th component, which is returned as alpha
*/
}
break;
case WINED3DFMT_L4A4_UNORM:
/* 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
@ -2612,49 +2598,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
break;
}
case CONVERT_X8L8V8U8:
{
unsigned int x, y;
const DWORD *Source;
unsigned char *Dest;
if (gl_info->supported[NV_TEXTURE_SHADER])
{
/* This implementation works with the fixed function pipeline and shaders
* without further modification after converting the surface.
*/
for(y = 0; y < height; y++) {
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * outpitch;
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;
}
}
} else {
/* Doesn't work correctly with the fixed function pipeline, but can work in
* 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++) {
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * outpitch;
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;
}
}
}
break;
}
case CONVERT_A4L4:
{
unsigned int x, y;

View File

@ -263,6 +263,56 @@ static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT widt
}
}
static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
const DWORD *Source;
unsigned char *Dest;
/* Doesn't work correctly with the fixed function pipeline, but can work in
* 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++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * 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 width, UINT height)
{
unsigned int x, y;
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++)
{
Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * 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 width, UINT height)
{
unsigned int x, y;
@ -507,13 +557,13 @@ static const struct wined3d_format_texture_info format_texture_info[] =
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
NV_TEXTURE_SHADER, NULL},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_EXT_NONE, NULL},
WINED3D_GL_EXT_NONE, &convert_r8g8_snorm_l8x8_unorm},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 0,
GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
NV_TEXTURE_SHADER, NULL},
NV_TEXTURE_SHADER, &convert_r8g8_snorm_l8x8_unorm_nv},
{WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
GL_BGRA, GL_UNSIGNED_BYTE, 4,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,