wined3d: Support GL_ATI_envmap_bumpmap for D3DFMT_V8U8.
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@ -715,11 +715,12 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
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* So the surface loading code converts the -128 ... 127 signed integers to
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* 0 ... 255 unsigned ones. The following line undoes that.
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*
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* TODO: GL_ATI_envmap_bumpmap provides pixel formats
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* suitable for loading the Direct3D perturbation data. If it is used, do
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* not correct the signedness
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* TODO: GL_ATI_envmap_bumpmap supports D3DFMT_DU8DV8 only. If conversion for other formats
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* is implemented check the texture format.
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*
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* TODO: Move that to the common sampling function
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*/
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if(!GL_SUPPORT(NV_TEXTURE_SHADER3))
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if(!GL_SUPPORT(NV_TEXTURE_SHADER3) && !GL_SUPPORT(ATI_ENVMAP_BUMPMAP))
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shader_addline(buffer, "MAD T%u, T%u, coefmul.x, -one;\n", src, src);
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shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
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@ -1464,11 +1464,14 @@ static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BO
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break;
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case WINED3DFMT_V8U8:
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/* TODO: GL_ATI_envmap_bumpmap provides suitable formats.
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* use it instead of converting
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* Remember to adjust the texbem instruction in the shader
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*/
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if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
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else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
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*format = GL_DUDV_ATI;
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*internal = GL_DU8DV8_ATI;
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*type = GL_BYTE;
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/* No conversion - Just change the gl type */
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break;
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}
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*convert = CONVERT_V8U8;
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*format = GL_BGR;
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*internal = GL_RGB8;
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@ -1483,6 +1486,7 @@ static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BO
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*internal = GL_RGBA8;
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*type = GL_BYTE;
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*target_bpp = 4;
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/* Not supported by GL_ATI_envmap_bumpmap */
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break;
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case WINED3DFMT_Q8W8V8U8:
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@ -1492,6 +1496,7 @@ static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BO
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*internal = GL_RGBA8;
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*type = GL_BYTE;
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*target_bpp = 4;
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/* Not supported by GL_ATI_envmap_bumpmap */
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break;
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case WINED3DFMT_V16U16:
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@ -1501,6 +1506,9 @@ static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BO
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*internal = GL_COLOR_INDEX;
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*type = GL_SHORT;
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*target_bpp = 4;
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/* What should I do here about GL_ATI_envmap_bumpmap?
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* Convert it or allow data loss by loading it into a 8 bit / channel texture?
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*/
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break;
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default:
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