Commit fc064cb0 authored by Alexander Dorofeyev's avatar Alexander Dorofeyev Committed by Alexandre Julliard

wined3d: Use primary_render_target_is_p8 in read_from_framebuffer.

parent 785e6fa6
...@@ -690,7 +690,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v ...@@ -690,7 +690,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
{ {
case WINED3DFMT_P8: case WINED3DFMT_P8:
{ {
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) { if(primary_render_target_is_p8(myDevice)) {
/* In case of P8 render targets the index is stored in the alpha component */ /* In case of P8 render targets the index is stored in the alpha component */
fmt = GL_ALPHA; fmt = GL_ALPHA;
type = GL_UNSIGNED_BYTE; type = GL_UNSIGNED_BYTE;
...@@ -792,9 +792,9 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v ...@@ -792,9 +792,9 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
* the same color but we have no choice. * the same color but we have no choice.
* In case of render targets, the index is stored in the alpha component so no conversion is needed. * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
*/ */
if((This->resource.format == WINED3DFMT_P8) && !(This->resource.usage & WINED3DUSAGE_RENDERTARGET)) { if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
PALETTEENTRY *pal; PALETTEENTRY *pal;
DWORD width = pitch / 3; DWORD width = pitch / 3;
int x, y, c; int x, y, c;
......
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