wined3d: Store the sRGB write format capability in the format table.
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c041781255
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@ -3308,7 +3308,7 @@ static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
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/* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
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* doing the color fixup in shaders.
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* Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
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if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
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if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
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{
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int vs_selected_mode;
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int ps_selected_mode;
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@ -659,12 +659,12 @@ static const struct wined3d_format_texture_info format_texture_info[] =
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{WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
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| WINED3DFMT_FLAG_SRGB_READ,
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| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
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WINED3D_GL_EXT_NONE, NULL},
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{WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET
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| WINED3DFMT_FLAG_SRGB_READ,
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| WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
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WINED3D_GL_EXT_NONE, NULL},
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{WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
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@ -2990,6 +2990,7 @@ extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
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#define WINED3DFMT_FLAG_FLOAT 0x00000200
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#define WINED3DFMT_FLAG_BUMPMAP 0x00000400
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#define WINED3DFMT_FLAG_SRGB_READ 0x00000800
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#define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
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struct wined3d_format_desc
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{
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