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wine
wine-cw
Commits
33482a73
Commit
33482a73
authored
Nov 20, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Nov 25, 2008
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wined3d: Enable blue = 1.0 fixup for D3DFMT_V8U8.
The dx7 sdk demos need this.
parent
0bf32b12
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2 changed files
with
16 additions
and
28 deletions
+16
-28
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+7
-8
utils.c
dlls/wined3d/utils.c
+9
-20
No files found.
dlls/wined3d/arb_program_shader.c
View file @
33482a73
...
...
@@ -601,14 +601,13 @@ static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const c
case
WINED3DFMT_V8U8
:
case
WINED3DFMT_V16U16
:
if
(
GL_SUPPORT
(
NV_TEXTURE_SHADER
)
&&
fmt
==
WINED3DFMT_V8U8
)
{
if
(
0
)
{
/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
* disabled until an application that needs it is found because it causes unneeded
* shader recompilation in some game
*/
if
(
strlen
(
writemask
)
>=
4
)
{
shader_addline
(
buffer
,
"MOV %s.%c, %s;
\n
"
,
reg
,
writemask
[
3
],
one
);
}
/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
* The dx7 sdk BumpEarth demo needs it because it uses BUMPENVMAPLUMINANCE with V8U8.
* With the luminance(b) value = 1.0, BUMPENVMAPLUMINANCE == BUMPENVMAP, but if b is
* 0.0(without this fixup), the rendering breaks.
*/
if
(
strlen
(
writemask
)
>=
4
)
{
shader_addline
(
buffer
,
"MOV %s.%c, %s;
\n
"
,
reg
,
writemask
[
3
],
one
);
}
}
else
{
/* Correct the sign, but leave the blue as it is - it was loaded correctly already
...
...
dlls/wined3d/utils.c
View file @
33482a73
...
...
@@ -365,28 +365,17 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
/* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
* V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
* their extensions are not available.
* their extensions are not available. GL_ATI_envmap_bumpmap is not used because
* the only driver that implements it(fglrx) has a buggy implementation.
*
* In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
* returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
* an application that needs this because it causes performance problems due to
* shader recompiling in some games.
* V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
* returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
* conversion for this format.
*/
if
(
!
GL_SUPPORT
(
NV_TEXTURE_SHADER2
))
{
/* signed -> unsigned fixup */
dst
=
getFmtIdx
(
WINED3DFMT_V8U8
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V8U8
;
dst
=
getFmtIdx
(
WINED3DFMT_V16U16
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V8U8
;
}
else
{
/* Blue = 1.0 fixup, disabled for now */
if
(
0
)
{
dst
=
getFmtIdx
(
WINED3DFMT_V8U8
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V8U8
;
dst
=
getFmtIdx
(
WINED3DFMT_V16U16
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V8U8
;
}
}
dst
=
getFmtIdx
(
WINED3DFMT_V8U8
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V8U8
;
dst
=
getFmtIdx
(
WINED3DFMT_V16U16
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V8U8
;
if
(
!
GL_SUPPORT
(
NV_TEXTURE_SHADER
))
{
/* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
...
...
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