wined3d: Don't use device palettes in read_from_framebuffer.

This commit is contained in:
Alexander Dorofeyev 2008-03-25 02:03:38 +02:00 committed by Alexandre Julliard
parent 7a012df64d
commit 85fd313046
1 changed files with 7 additions and 3 deletions

View File

@ -789,19 +789,24 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
}
}
LEAVE_GL();
/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
* the same color but we have no choice.
* In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
*/
if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
PALETTEENTRY *pal;
PALETTEENTRY *pal = NULL;
DWORD width = pitch / 3;
int x, y, c;
if(This->palette) {
pal = This->palette->palents;
} else {
pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
ERR("Palette is missing, cannot perform inverse palette lookup\n");
HeapFree(GetProcessHeap(), 0, mem);
return ;
}
for(y = local_rect.top; y < local_rect.bottom; y++) {
@ -824,7 +829,6 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
}
HeapFree(GetProcessHeap(), 0, mem);
}
LEAVE_GL();
}
/* Read the framebuffer contents into a texture */