Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
134aa67e
Commit
134aa67e
authored
Oct 11, 2007
by
Roderick Colenbrander
Committed by
Alexandre Julliard
Oct 12, 2007
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Use a fragment shader to do P8 palette conversion in hardware.
parent
5749dd40
Show whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
64 additions
and
4 deletions
+64
-4
device.c
dlls/wined3d/device.c
+5
-0
surface.c
dlls/wined3d/surface.c
+58
-4
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/wined3d/device.c
View file @
134aa67e
...
...
@@ -2117,6 +2117,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
}
}
/* Delete the palette conversion shader if it is around */
if
(
This
->
paletteConversionShader
)
{
GL_EXTCALL
(
glDeleteProgramsARB
(
1
,
&
This
->
paletteConversionShader
));
}
/* Delete the pbuffer context if there is any */
if
(
This
->
pbufferContext
)
DestroyContext
(
This
,
This
->
pbufferContext
);
...
...
dlls/wined3d/surface.c
View file @
134aa67e
...
...
@@ -1413,7 +1413,7 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
/* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
* for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
*/
if
(
!
GL_SUPPORT
(
EXT_PALETTED_TEXTURE
)
||
colorkey_active
||
(
!
use_texturing
&&
GL_SUPPORT
(
EXT_PALETTED_TEXTURE
))
)
{
if
(
!
(
GL_SUPPORT
(
EXT_PALETTED_TEXTURE
)
||
GL_SUPPORT
(
ARB_FRAGMENT_PROGRAM
))
||
colorkey_active
||
(
!
use_texturing
&&
GL_SUPPORT
(
EXT_PALETTED_TEXTURE
))
)
{
*
format
=
GL_RGBA
;
*
internal
=
GL_RGBA
;
*
type
=
GL_UNSIGNED_BYTE
;
...
...
@@ -1424,6 +1424,12 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
*
convert
=
CONVERT_PALETTED
;
}
}
else
if
(
GL_SUPPORT
(
ARB_FRAGMENT_PROGRAM
))
{
*
format
=
GL_RED
;
*
internal
=
GL_RGBA
;
*
type
=
GL_UNSIGNED_BYTE
;
*
target_bpp
=
1
;
}
break
;
...
...
@@ -1969,16 +1975,64 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE (*table)[4],
}
}
const
char
*
fragment_palette_conversion
=
"!!ARBfp1.0
\n
"
"TEMP index;
\n
"
"PARAM constants = { 0.996, 0.00195, 0, 0 };
\n
"
/* { 255/256, 0.5/255*255/256, 0, 0 } */
"TEX index.x, fragment.texcoord[0], texture[0], 2D;
\n
"
/* store the red-component of the current pixel */
"MUL index.x, index.x, constants.x;
\n
"
/* Scale the index by 255/256 */
"ADD index.x, index.x, constants.y;
\n
"
/* Add a bias of '0.5' in order to sample in the middle */
"TEX result.color, index, texture[1], 1D;
\n
"
/* use the red-component as a index in the palette to get the final color */
"END"
;
/* This function is used in case of 8bit paletted textures to upload the palette.
For now it only supports GL_EXT_paletted_texture extension but
support for other
extensions like A
RB_fragment_program and ATI_fragment_shaders will be added as well
.
It supports GL_EXT_paletted_texture and GL_ARB_fragment_program,
support for other
extensions like A
TI_fragment_shaders is possible
.
*/
static
void
d3dfmt_p8_upload_palette
(
IWineD3DSurface
*
iface
,
CONVERT_TYPES
convert
)
{
IWineD3DSurfaceImpl
*
This
=
(
IWineD3DSurfaceImpl
*
)
iface
;
BYTE
table
[
256
][
4
];
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
d3dfmt_p8_init_palette
(
This
,
table
,
(
convert
==
CONVERT_PALETTED_CK
));
/* Try to use the paletted texture extension */
if
(
GL_SUPPORT
(
EXT_PALETTED_TEXTURE
))
{
TRACE
(
"Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support
\n
"
);
GL_EXTCALL
(
glColorTableEXT
(
GL_TEXTURE_2D
,
GL_RGBA
,
256
,
GL_RGBA
,
GL_UNSIGNED_BYTE
,
table
));
}
else
{
/* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
* The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
TRACE
(
"Using fragment shaders for emulating 8-bit paletted texture support
\n
"
);
/* Create the fragment program if we don't have it */
if
(
!
device
->
paletteConversionShader
)
{
glEnable
(
GL_FRAGMENT_PROGRAM_ARB
);
GL_EXTCALL
(
glGenProgramsARB
(
1
,
&
device
->
paletteConversionShader
));
GL_EXTCALL
(
glBindProgramARB
(
GL_FRAGMENT_PROGRAM_ARB
,
device
->
paletteConversionShader
));
GL_EXTCALL
(
glProgramStringARB
(
GL_FRAGMENT_PROGRAM_ARB
,
GL_PROGRAM_FORMAT_ASCII_ARB
,
strlen
(
fragment_palette_conversion
),
(
const
GLbyte
*
)
fragment_palette_conversion
));
glDisable
(
GL_FRAGMENT_PROGRAM_ARB
);
}
glEnable
(
GL_FRAGMENT_PROGRAM_ARB
);
GL_EXTCALL
(
glBindProgramARB
(
GL_FRAGMENT_PROGRAM_ARB
,
device
->
paletteConversionShader
));
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE1
));
glEnable
(
GL_TEXTURE_1D
);
glTexEnvi
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_MODE
,
GL_REPLACE
);
glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_MIN_FILTER
,
GL_NEAREST
);
glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_MAG_FILTER
,
GL_NEAREST
);
/* Make sure we have discrete color levels. */
glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_WRAP_S
,
GL_CLAMP_TO_EDGE
);
glTexImage1D
(
GL_TEXTURE_1D
,
0
,
GL_RGBA
,
256
,
0
,
GL_RGBA
,
GL_UNSIGNED_BYTE
,
table
);
/* Upload the palette */
/* Switch back to unit 0 in which the 2D texture will be stored. */
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0
));
}
}
static
BOOL
palette9_changed
(
IWineD3DSurfaceImpl
*
This
)
{
...
...
@@ -2150,7 +2204,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
d3dfmt_convert_surface
(
This
->
resource
.
allocatedMemory
,
mem
,
pitch
,
width
,
height
,
outpitch
,
convert
,
This
);
This
->
Flags
|=
SFLAG_CONVERTED
;
}
else
if
(
This
->
resource
.
format
==
WINED3DFMT_P8
&&
GL_SUPPORT
(
EXT_PALETTED_TEXTURE
)
)
{
}
else
if
(
(
This
->
resource
.
format
==
WINED3DFMT_P8
)
&&
(
GL_SUPPORT
(
EXT_PALETTED_TEXTURE
)
||
GL_SUPPORT
(
ARB_FRAGMENT_PROGRAM
))
)
{
d3dfmt_p8_upload_palette
(
iface
,
convert
);
This
->
Flags
&=
~
SFLAG_CONVERTED
;
mem
=
This
->
resource
.
allocatedMemory
;
...
...
dlls/wined3d/wined3d_private.h
View file @
134aa67e
...
...
@@ -699,6 +699,7 @@ struct IWineD3DDeviceImpl
/* palettes texture management */
PALETTEENTRY
palettes
[
MAX_PALETTES
][
256
];
UINT
currentPalette
;
UINT
paletteConversionShader
;
/* For rendering to a texture using glCopyTexImage */
BOOL
render_offscreen
;
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment