wined3d: Don't use texture_rectangle for paletted textures.
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@ -894,9 +894,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U
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}
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/** FIXME: add support for real non-power-two if it's provided by the video card **/
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/* Precalculated scaling for 'faked' non power of two texture coords */
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/* Precalculated scaling for 'faked' non power of two texture coords.
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Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
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is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
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doesn't work in combination with ARB_TEXTURE_RECTANGLE.
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*/
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if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
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(Width != pow2Width || Height != pow2Height)) {
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(Width != pow2Width || Height != pow2Height) &&
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!((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
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{
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object->baseTexture.pow2Matrix[0] = (float)Width;
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object->baseTexture.pow2Matrix[5] = (float)Height;
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object->baseTexture.pow2Matrix[10] = 1.0;
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@ -3463,8 +3463,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
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This->glRect.right = 0;
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This->glRect.bottom = 0;
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} else {
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/* Check this after the oversize check - do not make an oversized surface a texture_rectangle one */
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if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
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/* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
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Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
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is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
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doesn't work in combination with ARB_TEXTURE_RECTANGLE.
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*/
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if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
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!((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
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{
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This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
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This->pow2Width = This->currentDesc.Width;
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This->pow2Height = This->currentDesc.Height;
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