wined3d: Support D3DFMT_L8 format as render target.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1262,15 +1262,16 @@ static const struct wined3d_format_texture_info format_texture_info[] =
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WINED3DFMT_FLAG_TEXTURE,
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ARB_TEXTURE_RG, NULL},
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/* Luminance */
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{WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
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GL_RED, GL_UNSIGNED_BYTE, 0,
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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ARB_TEXTURE_RG, NULL},
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{WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
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GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
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| WINED3DFMT_FLAG_SRGB_READ,
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WINED3D_GL_LEGACY_CONTEXT, NULL},
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{WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
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GL_RED, GL_UNSIGNED_BYTE, 0,
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
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| WINED3DFMT_FLAG_RENDERTARGET,
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ARB_TEXTURE_RG, NULL},
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{WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
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GL_RG, GL_UNSIGNED_BYTE, 0,
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WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
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@ -2921,9 +2922,6 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
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idx = get_format_idx(WINED3DFMT_A8_UNORM);
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gl_info->formats[idx].color_fixup = create_color_fixup_desc(
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0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
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idx = get_format_idx(WINED3DFMT_L8_UNORM);
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gl_info->formats[idx].color_fixup = create_color_fixup_desc(
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0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
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idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
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gl_info->formats[idx].color_fixup = create_color_fixup_desc(
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0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
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@ -2938,6 +2936,13 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
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0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
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}
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if (gl_info->supported[ARB_TEXTURE_RG])
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{
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idx = get_format_idx(WINED3DFMT_L8_UNORM);
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gl_info->formats[idx].color_fixup = create_color_fixup_desc(
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0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
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}
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if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
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{
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idx = get_format_idx(WINED3DFMT_P8_UINT);
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