diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 34a32c29e38..971703da1a4 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -1414,11 +1414,18 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_ /* Default values: From the surface */ *format = glDesc->glFormat; - *internal = srgb_mode?glDesc->glGammaInternal:glDesc->glInternal; *type = glDesc->glType; *convert = NO_CONVERSION; *target_bpp = This->bytesPerPixel; + if(srgb_mode) { + *internal = glDesc->glGammaInternal; + } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) { + *internal = glDesc->rtInternal; + } else { + *internal = glDesc->glInternal; + } + /* Ok, now look if we have to do any conversion */ switch(This->resource.format) { case WINED3DFMT_P8: diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index e108fca3078..2684225791f 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -107,7 +107,7 @@ static const StaticPixelFormatDesc formats[] = { typedef struct { WINED3DFORMAT fmt; - GLint glInternal, glGammaInternal, glFormat, glType; + GLint glInternal, glGammaInternal, rtInternal, glFormat, glType; } GlPixelFormatDescTemplate; /***************************************************************************** @@ -117,78 +117,78 @@ typedef struct { * table. */ static const GlPixelFormatDescTemplate gl_formats_template[] = { - /*{ internal ,srgbInternal ,format ,type }*/ - {WINED3DFMT_UNKNOWN ,0 ,0 ,0 ,0 }, + /*{ internal ,srgbInternal , rtInternal, format ,type }*/ + {WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0 }, /* FourCC formats */ - {WINED3DFMT_UYVY ,0 ,0 ,0 ,0 }, - {WINED3DFMT_YUY2 ,0 ,0 ,0 ,0 }, - {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT ,GL_RGBA ,GL_UNSIGNED_BYTE }, - {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT ,GL_RGBA ,GL_UNSIGNED_BYTE }, - {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT ,GL_RGBA ,GL_UNSIGNED_BYTE }, - {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT ,GL_RGBA ,GL_UNSIGNED_BYTE }, - {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT ,GL_RGBA ,GL_UNSIGNED_BYTE }, - {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 ,0 ,0 }, - {WINED3DFMT_G8R8_G8B8 ,0 ,0 ,0 ,0 }, - {WINED3DFMT_R8G8_B8G8 ,0 ,0 ,0 ,0 }, + {WINED3DFMT_UYVY ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_YUY2 ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0 }, /* IEEE formats */ - {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB ,GL_RED ,GL_FLOAT }, - {WINED3DFMT_G32R32F ,0 ,0 ,0 ,0 }, - {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB ,GL_RGBA ,GL_FLOAT }, + {WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT }, + {WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT }, /* Hmm? */ - {WINED3DFMT_CxV8U8 ,0 ,0 ,0 ,0 }, + {WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0 }, /* Float */ - {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB ,GL_RED ,GL_HALF_FLOAT_ARB }, - {WINED3DFMT_G16R16F ,0 ,0 ,0 ,0 }, - {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB ,GL_RGBA ,GL_HALF_FLOAT_ARB }, + {WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB }, + {WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB }, /* Palettized formats */ - {WINED3DFMT_A8P8, 0 ,0 ,0 ,0 }, - {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE }, /* Standard ARGB formats */ - {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 ,GL_BGR ,GL_UNSIGNED_BYTE }, - {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT ,GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV }, - {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT ,GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV }, - {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 ,GL_RGB ,GL_UNSIGNED_SHORT_5_6_5 }, - {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 ,GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV }, - {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 ,GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV }, - {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT ,GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV }, - {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 ,GL_RGB ,GL_UNSIGNED_BYTE_3_3_2 }, - {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 ,GL_ALPHA ,GL_UNSIGNED_BYTE }, - {WINED3DFMT_A8R3G3B2 ,0 ,0 ,0 ,0 }, - {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 ,GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV }, - {WINED3DFMT_A2B10G10R10 ,GL_RGBA ,GL_RGBA ,GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV }, - {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 ,GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV }, - {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 ,GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV }, - {WINED3DFMT_G16R16 ,0 ,0 ,0 ,0 }, - {WINED3DFMT_A2R10G10B10 ,GL_RGBA ,GL_RGBA ,GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV }, - {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT ,GL_RGBA ,GL_UNSIGNED_SHORT }, + {WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV }, + {WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV }, + {WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5 }, + {WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV }, + {WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV }, + {WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV }, + {WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2 }, + {WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV }, + {WINED3DFMT_A2B10G10R10 ,GL_RGBA ,GL_RGBA , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV }, + {WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV }, + {WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV }, + {WINED3DFMT_G16R16 ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_A2R10G10B10 ,GL_RGBA ,GL_RGBA , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV }, + {WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT }, /* Luminance */ - {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT ,GL_LUMINANCE ,GL_UNSIGNED_BYTE }, - {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT ,GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE }, - {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE }, + {WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE }, /* Bump mapping stuff */ - {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV ,GL_DSDT_NV ,GL_BYTE }, - {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV ,GL_DSDT_MAG_NV ,GL_BYTE }, - {WINED3DFMT_X8L8V8U8 ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT_MAG_VIB_NV ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV}, - {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV ,GL_RGBA ,GL_BYTE }, - {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV ,GL_HILO_NV ,GL_SHORT }, - {WINED3DFMT_W11V11U10 ,0 ,0 ,0 ,0 }, - {WINED3DFMT_A2W10V10U10 ,0 ,0 ,0 ,0 }, + {WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE }, + {WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE }, + {WINED3DFMT_X8L8V8U8 ,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}, + {WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE }, + {WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT }, + {WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0 }, /* Depth stencil formats */ - {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT }, - {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, - {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT }, - {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, - {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, - {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, - {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT }, - {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT ,GL_LUMINANCE ,GL_UNSIGNED_SHORT }, - {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT ,GL_FLOAT }, - {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT ,GL_FLOAT }, + {WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT }, + {WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, + {WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT }, + {WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, + {WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, + {WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT }, + {WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT }, + {WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT }, + {WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT }, + {WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT }, /* Is this a vertex buffer? */ - {WINED3DFMT_VERTEXDATA ,0 ,0 ,0 ,0 }, - {WINED3DFMT_INDEX16 ,0 ,0 ,0 ,0 }, - {WINED3DFMT_INDEX32 ,0 ,0 ,0 ,0 }, - {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX ,GL_COLOR_INDEX ,GL_UNSIGNED_SHORT } + {WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0 }, + {WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT } }; static inline int getFmtIdx(WINED3DFORMAT fmt) { @@ -228,6 +228,46 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info) gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat; gl_info->gl_formats[dst].glType = gl_formats_template[src].glType; gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN; + + if(wined3d_settings.offscreen_rendering_mode == ORM_FBO && + gl_formats_template[src].rtInternal != 0) { + GLuint tex, fb; + GLenum status; + + /* Check if the default internal format is supported as a frame buffer target, otherwise + * fall back to the render target internal. + * + * Try to stick to the standard format if possible, this limits precision differences + */ + while(glGetError()); + glGenTextures(1, &tex); + glBindTexture(GL_TEXTURE_2D, tex); + glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + GL_EXTCALL(glGenFramebuffersEXT(1, &fb)); + GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb)); + GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, + GL_TEXTURE_2D, tex, 0)); + + status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)); + GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb)); + glDeleteTextures(1, &tex); + + checkGLcall("Framebuffer format check"); + + if(status != GL_FRAMEBUFFER_COMPLETE_EXT) { + TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n", + debug_d3dformat(gl_formats_template[src].fmt)); + gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal; + } else { + TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt)); + gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal; + } + + } else { + gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal; + } } /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader. @@ -2464,7 +2504,7 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP /* After all the extensions, if still unhandled, report fixme */ FIXME("Unhandled texture operation %s\n", debug_d3dtop(op)); - #undef GLINFO_LOCATION +#undef GLINFO_LOCATION } #endif diff --git a/include/wine/wined3d_gl.h b/include/wine/wined3d_gl.h index 36ebd90edea..22137794c26 100644 --- a/include/wine/wined3d_gl.h +++ b/include/wine/wined3d_gl.h @@ -3616,7 +3616,7 @@ typedef BOOL (WINAPI * WINED3D_PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, ****************************************************/ typedef struct { - GLint glInternal, glGammaInternal, glFormat, glType; + GLint glInternal, glGammaInternal, rtInternal, glFormat, glType; WINED3DFORMAT conversion_group; } GlPixelFormatDesc;