wined3d: Paletted texture support.

This commit is contained in:
Roderick Colenbrander 2006-08-03 12:39:04 +02:00 committed by Alexandre Julliard
parent d99c7d5939
commit c0c525d458
1 changed files with 67 additions and 3 deletions

View File

@ -1442,7 +1442,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
IWineD3DSurface Internal (No mapping to directx api) parts follow
****************************************************** */
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp) {
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp) {
BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & DDSD_CKSRCBLT);
const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
@ -1459,7 +1459,10 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, GLenum *f
/* ****************
Paletted Texture
**************** */
if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active) {
/* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
* for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
*/
if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
*format = GL_RGBA;
*internal = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
@ -1688,6 +1691,58 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, unsigned long len, CONVERT_
return WINED3D_OK;
}
/* This function is used in case of 8bit paletted textures to upload the palette.
For now it only supports GL_EXT_paletted_texture extension but support for other
extensions like ARB_fragment_program and ATI_fragment_shaders will be added aswell.
*/
void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DPaletteImpl* pal = This->palette;
BYTE table[256][4];
int i;
if (pal == NULL) {
/* Still no palette? Use the device's palette */
/* Get the surface's palette */
for (i = 0; i < 256; i++) {
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
table[i][0] = device->palettes[device->currentPalette][i].peRed;
table[i][1] = device->palettes[device->currentPalette][i].peGreen;
table[i][2] = device->palettes[device->currentPalette][i].peBlue;
if ((convert == CONVERT_PALETTED_CK) &&
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi-linear
filtering is on */
table[i][3] = 0x00;
} else {
table[i][3] = 0xFF;
}
}
} else {
TRACE("Using surface palette %p\n", pal);
/* Get the surface's palette */
for (i = 0; i < 256; i++) {
table[i][0] = pal->palents[i].peRed;
table[i][1] = pal->palents[i].peGreen;
table[i][2] = pal->palents[i].peBlue;
if ((convert == CONVERT_PALETTED_CK) &&
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi-linear
filtering is on */
table[i][3] = 0x00;
} else {
table[i][3] = 0xFF;
}
}
}
GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
}
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
@ -1810,7 +1865,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
This->glCKey = This->SrcBltCKey;
}
else This->Flags &= ~SFLAG_GLCKEY;
d3dfmt_get_conv(This, TRUE /* We need color keying */, &format, &internal, &type, &convert, &bpp);
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp);
if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
int width = This->glRect.right - This->glRect.left;
@ -1832,6 +1887,15 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
This->Flags |= SFLAG_CONVERTED;
} else if(This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
int pitch = IWineD3DSurface_GetPitch(iface);
d3dfmt_p8_upload_palette(iface, convert);
/* Make sure the correct pitch is used */
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;
} else {
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;