wined3d: Use primary_render_target_is_p8 in read_from_framebuffer.
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@ -690,7 +690,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
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{
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{
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case WINED3DFMT_P8:
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case WINED3DFMT_P8:
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{
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{
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if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
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if(primary_render_target_is_p8(myDevice)) {
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/* In case of P8 render targets the index is stored in the alpha component */
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/* In case of P8 render targets the index is stored in the alpha component */
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fmt = GL_ALPHA;
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fmt = GL_ALPHA;
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type = GL_UNSIGNED_BYTE;
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type = GL_UNSIGNED_BYTE;
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@ -792,9 +792,9 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
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/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
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/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
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* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
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* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
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* the same color but we have no choice.
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* the same color but we have no choice.
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* In case of render targets, the index is stored in the alpha component so no conversion is needed.
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* In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
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*/
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*/
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if((This->resource.format == WINED3DFMT_P8) && !(This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
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if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
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PALETTEENTRY *pal;
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PALETTEENTRY *pal;
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DWORD width = pitch / 3;
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DWORD width = pitch / 3;
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int x, y, c;
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int x, y, c;
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