wined3d: Convert and load U8V8 surfaces as rgb.

GL_INDEX is definitly not the way to load U8V8 surfaces
This commit is contained in:
Stefan Dösinger 2007-02-15 03:01:44 +01:00 committed by Alexandre Julliard
parent 99576ea24e
commit de036ff68e
2 changed files with 35 additions and 2 deletions

View File

@ -44,7 +44,8 @@ typedef enum {
CONVERT_CK_RGB24,
CONVERT_CK_8888,
CONVERT_CK_8888_ARGB,
CONVERT_RGB32_888
CONVERT_RGB32_888,
CONVERT_V8U8
} CONVERT_TYPES;
HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
@ -71,6 +72,11 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
int src_pitch = 0;
int dst_pitch = 0;
if(This->Flags & SFLAG_CONVERTED) {
FIXME("Read back converted textures unsupported\n");
return;
}
if (This->Flags & SFLAG_NONPOW2) {
src_pitch = This->bytesPerPixel * This->pow2Width;
dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
@ -1405,6 +1411,14 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
}
break;
case WINED3DFMT_V8U8:
*convert = CONVERT_V8U8;
*format = GL_BGR;
*internal = GL_RGB8;
*type = GL_BYTE;
*target_bpp = 3;
break;
default:
break;
}
@ -1524,6 +1538,25 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN
}
break;
case CONVERT_V8U8:
{
unsigned int x, y;
short *Source;
char *Dest;
for(y = 0; y < height; y++) {
Source = (short *) (src + y * pitch);
Dest = (char *) (dst + y * outpitch);
for (x = 0; x < width; x++ ) {
long color = (*Source++);
Dest[0] = color >> 8;
Dest[1] = color;
Dest[2] = 0xff;
Dest += 3;
}
}
break;
}
default:
ERR("Unsupported conversation type %d\n", convert);
}

View File

@ -82,7 +82,7 @@ static const PixelFormatDesc formats[] = {
{WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_LUMINANCE8_ALPHA8 ,GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE },
{WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,FALSE ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE },
/* Bump mapping stuff */
{WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX ,GL_UNSIGNED_BYTE },
{WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_RGB8 ,GL_BGR ,GL_BYTE /* needs conversion! */},
{WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX ,GL_UNSIGNED_SHORT_5_5_5_1 },
{WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_RGBA8 ,GL_BGRA ,GL_UNSIGNED_BYTE },
{WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,FALSE ,GL_RGBA8 ,GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV/*?*/},