wined3d: Unify color conversion code.
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@ -934,14 +934,11 @@ lock_end:
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return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
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}
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static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
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static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
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GLint prev_store;
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GLint prev_rasterpos[4];
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GLint skipBytes = 0;
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BOOL storechanged = FALSE, memory_allocated = FALSE;
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GLint fmt, type;
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BYTE *mem;
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UINT bpp;
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BOOL storechanged = FALSE;
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UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
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IWineD3DDeviceImpl *myDevice = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
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IWineD3DSwapChainImpl *swapchain;
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@ -997,88 +994,6 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
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read = This->resource.allocatedMemory[0];
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}
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switch (This->resource.format) {
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/* No special care needed */
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case WINED3DFMT_A4R4G4B4:
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case WINED3DFMT_R5G6B5:
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case WINED3DFMT_A1R5G5B5:
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case WINED3DFMT_R8G8B8:
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case WINED3DFMT_X4R4G4B4:
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case WINED3DFMT_X1R5G5B5:
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type = This->glDescription.glType;
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fmt = This->glDescription.glFormat;
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mem = This->resource.allocatedMemory;
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bpp = This->bytesPerPixel;
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break;
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/* In the past times we used to set the X channel of X8R8G8B8 and the above formats to
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* 1.0 because it happened to fix the intro movie in Pirates. However, this seems wrong.
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* If the game uses an X8R8G8B8 back buffer the GL alpha channel should not make any differences,
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* and the bug must be somewhere else. If we really have to set the alpha channel to 1.0 in
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* this case do it by clearing it after the draw instead of fixing it up in the CPU. Blending
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* is disabled via CTXUSAGE_BLIT context setup, so in the glDrawPixels call it does not
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* have any effects
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*/
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case WINED3DFMT_X8R8G8B8:
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case WINED3DFMT_A8R8G8B8:
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{
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glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
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vcheckGLcall("glPixelStorei");
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storechanged = TRUE;
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type = This->glDescription.glType;
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fmt = This->glDescription.glFormat;
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mem = This->resource.allocatedMemory;
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bpp = This->bytesPerPixel;
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}
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break;
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case WINED3DFMT_A2R10G10B10:
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{
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glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
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vcheckGLcall("glPixelStorei");
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storechanged = TRUE;
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type = This->glDescription.glType;
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fmt = This->glDescription.glFormat;
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mem = This->resource.allocatedMemory;
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bpp = This->bytesPerPixel;
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}
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break;
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case WINED3DFMT_P8:
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{
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int height = This->glRect.bottom - This->glRect.top;
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type = GL_UNSIGNED_BYTE;
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fmt = GL_RGBA;
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mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
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if(!mem) {
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ERR("Out of memory\n");
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goto cleanup;
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}
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memory_allocated = TRUE;
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d3dfmt_convert_surface(This->resource.allocatedMemory,
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mem,
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pitch,
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pitch,
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height,
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pitch * 4,
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CONVERT_PALETTED,
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This);
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bpp = This->bytesPerPixel * 4;
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pitch *= 4;
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}
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break;
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default:
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FIXME("Unsupported Format %u in locking func\n", This->resource.format);
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/* Give it a try */
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type = This->glDescription.glType;
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fmt = This->glDescription.glFormat;
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mem = This->resource.allocatedMemory;
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bpp = This->bytesPerPixel;
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}
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if(This->Flags & SFLAG_PBO) {
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
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checkGLcall("glBindBufferARB");
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@ -1090,7 +1005,6 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
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mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
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checkGLcall("glDrawPixels");
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cleanup:
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if(This->Flags & SFLAG_PBO) {
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
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checkGLcall("glBindBufferARB");
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@ -1110,8 +1024,6 @@ cleanup:
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vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
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}
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if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
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if(!swapchain) {
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glDrawBuffer(myDevice->offscreenBuffer);
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checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
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@ -1390,7 +1302,7 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
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p8_render_target = TRUE;
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}
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/* Use conversion when the paletted texture extension OR fragment shaders are available. When either
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/* Use conversion when the paletted texture extension OR fragment shaders are available. When either
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* of the two is available make sure texturing is requested as neither of the two works in
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* conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
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* Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
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@ -3832,7 +3744,37 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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if(This->Flags & SFLAG_INTEXTURE) {
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surface_blt_to_drawable(This, rect);
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} else {
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flush_to_framebuffer_drawpixels(This);
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d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
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/* The width is in 'length' not in bytes */
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width = This->currentDesc.Width;
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pitch = IWineD3DSurface_GetPitch(iface);
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if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
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int height = This->currentDesc.Height;
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/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
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outpitch = width * bpp;
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outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
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mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
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if(!mem) {
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ERR("Out of memory %d, %d!\n", outpitch, height);
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return WINED3DERR_OUTOFVIDEOMEMORY;
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}
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d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
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This->Flags |= SFLAG_CONVERTED;
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} else {
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This->Flags &= ~SFLAG_CONVERTED;
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mem = This->resource.allocatedMemory;
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}
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flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
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/* Don't delete PBO memory */
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if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
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HeapFree(GetProcessHeap(), 0, mem);
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}
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} else /* if(flag == SFLAG_INTEXTURE) */ {
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d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
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