wined3d: Move X8L8V8U8 surface conversion to the format table.
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@ -2247,20 +2247,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
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}
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break;
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case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
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*convert = CONVERT_X8L8V8U8;
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desc->conv_byte_count = 4;
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if (gl_info->supported[NV_TEXTURE_SHADER])
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{
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/* Use formats from gl table. It is a bit unfortunate, but the conversion
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* is needed to set the X format to 255 to get 1.0 for alpha when sampling
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* the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
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* the needed type and format parameter, so the internal format contains a
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* 4th component, which is returned as alpha
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*/
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}
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break;
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case WINED3DFMT_L4A4_UNORM:
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/* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
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* format+type combination to load it. Thus convert it to A8L8, then load it
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@ -2612,49 +2598,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
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break;
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}
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case CONVERT_X8L8V8U8:
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{
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unsigned int x, y;
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const DWORD *Source;
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unsigned char *Dest;
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if (gl_info->supported[NV_TEXTURE_SHADER])
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{
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/* This implementation works with the fixed function pipeline and shaders
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* without further modification after converting the surface.
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*/
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for(y = 0; y < height; y++) {
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Source = (const DWORD *)(src + y * pitch);
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Dest = dst + y * outpitch;
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for (x = 0; x < width; x++ ) {
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long color = (*Source++);
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/* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
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/* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
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/* U */ Dest[0] = (color & 0xff); /* U */
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/* I */ Dest[3] = 255; /* X */
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Dest += 4;
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}
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}
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} else {
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/* Doesn't work correctly with the fixed function pipeline, but can work in
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* shaders if the shader is adjusted. (There's no use for this format in gl's
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* standard fixed function pipeline anyway).
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*/
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for(y = 0; y < height; y++) {
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Source = (const DWORD *)(src + y * pitch);
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Dest = dst + y * outpitch;
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for (x = 0; x < width; x++ ) {
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long color = (*Source++);
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/* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
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/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
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/* R */ Dest[2] = (color & 0xff) + 128; /* U */
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Dest += 4;
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}
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}
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}
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break;
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}
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case CONVERT_A4L4:
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{
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unsigned int x, y;
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@ -263,6 +263,56 @@ static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT widt
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}
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}
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static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
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{
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unsigned int x, y;
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const DWORD *Source;
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unsigned char *Dest;
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/* Doesn't work correctly with the fixed function pipeline, but can work in
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* shaders if the shader is adjusted. (There's no use for this format in gl's
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* standard fixed function pipeline anyway).
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*/
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for(y = 0; y < height; y++)
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{
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Source = (const DWORD *)(src + y * pitch);
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Dest = dst + y * pitch;
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for (x = 0; x < width; x++ )
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{
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long color = (*Source++);
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/* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
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/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
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/* R */ Dest[2] = (color & 0xff) + 128; /* U */
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Dest += 4;
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}
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}
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}
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static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
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{
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unsigned int x, y;
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const DWORD *Source;
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unsigned char *Dest;
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/* This implementation works with the fixed function pipeline and shaders
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* without further modification after converting the surface.
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*/
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for(y = 0; y < height; y++)
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{
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Source = (const DWORD *)(src + y * pitch);
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Dest = dst + y * pitch;
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for (x = 0; x < width; x++ )
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{
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long color = (*Source++);
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/* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
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/* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
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/* U */ Dest[0] = (color & 0xff); /* U */
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/* I */ Dest[3] = 255; /* X */
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Dest += 4;
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}
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}
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}
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static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
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{
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unsigned int x, y;
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@ -507,13 +557,13 @@ static const struct wined3d_format_texture_info format_texture_info[] =
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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NV_TEXTURE_SHADER, NULL},
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{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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WINED3D_GL_EXT_NONE, NULL},
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WINED3D_GL_EXT_NONE, &convert_r8g8_snorm_l8x8_unorm},
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{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
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GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 0,
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GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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NV_TEXTURE_SHADER, NULL},
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NV_TEXTURE_SHADER, &convert_r8g8_snorm_l8x8_unorm_nv},
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{WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, 4,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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