wined3d: Move srgb checks away from d3dfmt_get_conv.
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00598c3e36
commit
a4559e761b
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@ -5202,7 +5202,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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* surface to the destination's sysmem copy. If surface conversion is
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* needed, use BltFast instead to copy in sysmem and use regular surface
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* loading. */
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d3dfmt_get_conv(dst_impl, FALSE, TRUE, &dummy_desc, &convert, FALSE);
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d3dfmt_get_conv(dst_impl, FALSE, TRUE, &dummy_desc, &convert);
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if (convert != NO_CONVERSION)
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return IWineD3DSurface_BltFast(dst_surface, dst_x, dst_y, src_surface, src_rect, 0);
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@ -720,9 +720,23 @@ static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3
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* correct texture. */
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/* Context activation is done by the caller. */
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static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
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const struct wined3d_format_desc *format_desc, GLsizei width, GLsizei height, const GLvoid *data)
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const struct wined3d_format_desc *format_desc, BOOL srgb, GLsizei width, GLsizei height, const GLvoid *data)
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{
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GLenum internal = format_desc->glInternal;
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GLenum internal;
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if (srgb)
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{
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internal = format_desc->glGammaInternal;
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}
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else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
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&& surface_is_offscreen((IWineD3DSurface *)This))
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{
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internal = format_desc->rtInternal;
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}
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else
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{
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internal = format_desc->glInternal;
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}
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TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
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This, internal, width, height, format_desc->glFormat, format_desc->glType, data);
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@ -783,11 +797,25 @@ static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_
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* the correct texture. */
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/* Context activation is done by the caller. */
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static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
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const struct wined3d_format_desc *format_desc, GLsizei width, GLsizei height)
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const struct wined3d_format_desc *format_desc, BOOL srgb, GLsizei width, GLsizei height)
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{
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BOOL enable_client_storage = FALSE;
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const BYTE *mem = NULL;
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GLenum internal = format_desc->glInternal;
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GLenum internal;
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if (srgb)
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{
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internal = format_desc->glGammaInternal;
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}
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else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
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&& surface_is_offscreen((IWineD3DSurface *)This))
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{
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internal = format_desc->rtInternal;
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}
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else
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{
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internal = format_desc->glInternal;
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}
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if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
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@ -1475,7 +1503,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
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GLint prevRead;
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BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
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d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &desc, &convert, srgb);
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d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &desc, &convert);
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/* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
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* locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
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@ -1518,7 +1546,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
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if (!(This->Flags & alloc_flag))
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{
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surface_allocate_surface(This, gl_info, &desc, This->pow2Width, This->pow2Height);
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surface_allocate_surface(This, gl_info, &desc, srgb, This->pow2Width, This->pow2Height);
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This->Flags |= alloc_flag;
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}
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@ -1553,7 +1581,7 @@ void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_
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if (surface->Flags & alloc_flag) return;
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d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert, srgb);
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d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert);
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if(convert != NO_CONVERSION) surface->Flags |= SFLAG_CONVERTED;
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else surface->Flags &= ~SFLAG_CONVERTED;
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@ -1569,7 +1597,7 @@ void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_
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}
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surface_bind_and_dirtify(surface, srgb);
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surface_allocate_surface(surface, gl_info, &desc, width, height);
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surface_allocate_surface(surface, gl_info, &desc, srgb, width, height);
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surface->Flags |= alloc_flag;
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}
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@ -2113,10 +2141,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC
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IWineD3DSurface Internal (No mapping to directx api) parts follow
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****************************************************** */
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HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert, BOOL srgb_mode)
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HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert)
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{
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BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
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const struct wined3d_format_desc *glDesc = This->resource.format_desc;
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IWineD3DDeviceImpl *device = This->resource.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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BOOL blit_supported = FALSE;
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@ -2126,18 +2153,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
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*desc = *This->resource.format_desc;
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*convert = NO_CONVERSION;
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/* TODO: the caller should perform this check */
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if(srgb_mode) {
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desc->glInternal = glDesc->glGammaInternal;
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}
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else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
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&& surface_is_offscreen((IWineD3DSurface *) This))
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{
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desc->glInternal = glDesc->rtInternal;
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} else {
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desc->glInternal = glDesc->glInternal;
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}
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/* Ok, now look if we have to do any conversion */
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switch(This->resource.format_desc->format)
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{
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@ -4773,7 +4788,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
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}
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d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &desc, &convert, FALSE);
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d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &desc, &convert);
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/* The width is in 'length' not in bytes */
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width = This->currentDesc.Width;
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@ -4831,7 +4846,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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struct wined3d_context *context = NULL;
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d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
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&desc, &convert, FALSE);
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&desc, &convert);
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if(srgb) {
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if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
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@ -4902,7 +4917,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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TRACE("non power of two support\n");
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if (mem || (This->Flags & SFLAG_PBO))
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{
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surface_upload_data(This, gl_info, &desc,
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surface_upload_data(This, gl_info, &desc, srgb,
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This->currentDesc.Width, This->currentDesc.Height, mem);
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}
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} else {
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@ -4911,7 +4926,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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*/
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if (mem || (This->Flags & SFLAG_PBO))
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{
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surface_upload_data(This, gl_info, &desc, This->glRect.right - This->glRect.left,
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surface_upload_data(This, gl_info, &desc, srgb, This->glRect.right - This->glRect.left,
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This->glRect.bottom - This->glRect.top, mem);
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}
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}
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@ -2242,7 +2242,7 @@ typedef enum {
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} CONVERT_TYPES;
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HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing,
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struct wined3d_format_desc *desc, CONVERT_TYPES *convert, BOOL srgb_mode) DECLSPEC_HIDDEN;
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struct wined3d_format_desc *desc, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
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void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
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BOOL palette9_changed(IWineD3DSurfaceImpl *This) DECLSPEC_HIDDEN;
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