wined3d: Use software palette conversion for non-texturing operations.
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@ -1390,11 +1390,14 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
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p8_render_target = TRUE;
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p8_render_target = TRUE;
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}
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}
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/* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
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/* Use conversion when the paletted texture extension OR fragment shaders are available. When either
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* for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
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* of the two is available make sure texturing is requested as neither of the two works in
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* Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which conflicts with this.
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* conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
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* Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
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* in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
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* conflicts with this.
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*/
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*/
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if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && p8_render_target)) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
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if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && p8_render_target)) || colorkey_active || !use_texturing ) {
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*format = GL_RGBA;
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*format = GL_RGBA;
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*internal = GL_RGBA;
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*internal = GL_RGBA;
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*type = GL_UNSIGNED_BYTE;
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*type = GL_UNSIGNED_BYTE;
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