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wine
wine-winehq
Commits
2aeab85c
Commit
2aeab85c
authored
Jun 22, 2021
by
Henri Verbeet
Committed by
Alexandre Julliard
Jun 22, 2021
Browse files
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Browse Files
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Email Patches
Plain Diff
wined3d: Add decompression information for BC4_UNORM.
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
da171b8f
Show whitespace changes
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Showing
3 changed files
with
387 additions
and
2 deletions
+387
-2
d3d10core.c
dlls/d3d10core/tests/d3d10core.c
+153
-0
d3d11.c
dlls/d3d11/tests/d3d11.c
+155
-0
utils.c
dlls/wined3d/utils.c
+79
-2
No files found.
dlls/d3d10core/tests/d3d10core.c
View file @
2aeab85c
...
...
@@ -18935,6 +18935,158 @@ static void test_unbound_streams(void)
release_test_context
(
&
test_context
);
}
static
void
test_texture_compressed_3d
(
void
)
{
struct
d3d10core_test_context
test_context
;
D3D10_SUBRESOURCE_DATA
resource_data
;
D3D10_TEXTURE3D_DESC
texture_desc
;
ID3D10SamplerState
*
sampler_state
;
unsigned
int
idx
,
r0
,
r1
,
x
,
y
,
z
;
D3D10_SAMPLER_DESC
sampler_desc
;
ID3D10ShaderResourceView
*
srv
;
struct
resource_readback
rb
;
ID3D10Texture3D
*
texture
;
DWORD
colour
,
expected
;
ID3D10PixelShader
*
ps
;
ID3D10Device
*
device
;
DWORD
*
texture_data
;
BOOL
equal
=
TRUE
;
HRESULT
hr
;
static
const
DWORD
ps_code
[]
=
{
#if 0
Texture3D t;
SamplerState s;
float4 main(float4 position : SV_POSITION) : SV_Target
{
return t.Sample(s, position.xyz / float3(640, 480, 1));
}
#endif
0x43425844
,
0x27b15ae8
,
0xbebf46f7
,
0x6cd88d8d
,
0x5118de51
,
0x00000001
,
0x00000134
,
0x00000003
,
0x0000002c
,
0x00000060
,
0x00000094
,
0x4e475349
,
0x0000002c
,
0x00000001
,
0x00000008
,
0x00000020
,
0x00000000
,
0x00000001
,
0x00000003
,
0x00000000
,
0x0000070f
,
0x505f5653
,
0x5449534f
,
0x004e4f49
,
0x4e47534f
,
0x0000002c
,
0x00000001
,
0x00000008
,
0x00000020
,
0x00000000
,
0x00000000
,
0x00000003
,
0x00000000
,
0x0000000f
,
0x545f5653
,
0x65677261
,
0xabab0074
,
0x52444853
,
0x00000098
,
0x00000040
,
0x00000026
,
0x0300005a
,
0x00106000
,
0x00000000
,
0x04002858
,
0x00107000
,
0x00000000
,
0x00005555
,
0x04002064
,
0x00101072
,
0x00000000
,
0x00000001
,
0x03000065
,
0x001020f2
,
0x00000000
,
0x02000068
,
0x00000001
,
0x0a000038
,
0x00100072
,
0x00000000
,
0x00101246
,
0x00000000
,
0x00004002
,
0x3acccccd
,
0x3b088889
,
0x3f800000
,
0x00000000
,
0x09000045
,
0x001020f2
,
0x00000000
,
0x00100246
,
0x00000000
,
0x00107e46
,
0x00000000
,
0x00106000
,
0x00000000
,
0x0100003e
,
};
static
const
unsigned
int
block_indices
[]
=
{
0
,
1
,
3
,
2
,
6
,
7
,
5
,
4
,
0
,
1
,
3
,
2
,
6
,
7
,
5
,
4
,
};
if
(
!
init_test_context
(
&
test_context
))
return
;
device
=
test_context
.
device
;
hr
=
ID3D10Device_CreatePixelShader
(
device
,
ps_code
,
sizeof
(
ps_code
),
&
ps
);
ok
(
hr
==
S_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
/* Simply test all combinations of r0 and r1. */
texture_data
=
heap_alloc
(
256
*
256
*
sizeof
(
UINT64
));
for
(
r1
=
0
;
r1
<
256
;
++
r1
)
{
for
(
r0
=
0
;
r0
<
256
;
++
r0
)
{
/* bits = block_indices[] */
texture_data
[(
r1
*
256
+
r0
)
*
2
+
0
]
=
0xe4c80000
|
(
r1
<<
8
)
|
r0
;
texture_data
[(
r1
*
256
+
r0
)
*
2
+
1
]
=
0x97e4c897
;
}
}
resource_data
.
pSysMem
=
texture_data
;
resource_data
.
SysMemPitch
=
64
*
sizeof
(
UINT64
);
resource_data
.
SysMemSlicePitch
=
64
*
resource_data
.
SysMemPitch
;
texture_desc
.
Width
=
256
;
texture_desc
.
Height
=
256
;
texture_desc
.
Depth
=
16
;
texture_desc
.
MipLevels
=
1
;
texture_desc
.
Format
=
DXGI_FORMAT_BC4_UNORM
;
texture_desc
.
Usage
=
D3D10_USAGE_DEFAULT
;
texture_desc
.
BindFlags
=
D3D10_BIND_SHADER_RESOURCE
;
texture_desc
.
CPUAccessFlags
=
0
;
texture_desc
.
MiscFlags
=
0
;
hr
=
ID3D10Device_CreateTexture3D
(
device
,
&
texture_desc
,
&
resource_data
,
&
texture
);
ok
(
hr
==
S_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
heap_free
(
texture_data
);
hr
=
ID3D10Device_CreateShaderResourceView
(
device
,
(
ID3D10Resource
*
)
texture
,
NULL
,
&
srv
);
ok
(
hr
==
S_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
sampler_desc
.
Filter
=
D3D10_FILTER_MIN_MAG_MIP_POINT
;
sampler_desc
.
AddressU
=
D3D10_TEXTURE_ADDRESS_CLAMP
;
sampler_desc
.
AddressV
=
D3D10_TEXTURE_ADDRESS_CLAMP
;
sampler_desc
.
AddressW
=
D3D10_TEXTURE_ADDRESS_CLAMP
;
sampler_desc
.
MipLODBias
=
0
.
0
f
;
sampler_desc
.
MaxAnisotropy
=
0
;
sampler_desc
.
ComparisonFunc
=
D3D10_COMPARISON_NEVER
;
sampler_desc
.
BorderColor
[
0
]
=
0
.
0
f
;
sampler_desc
.
BorderColor
[
1
]
=
0
.
0
f
;
sampler_desc
.
BorderColor
[
2
]
=
0
.
0
f
;
sampler_desc
.
BorderColor
[
3
]
=
0
.
0
f
;
sampler_desc
.
MinLOD
=
0
.
0
f
;
sampler_desc
.
MaxLOD
=
0
.
0
f
;
hr
=
ID3D10Device_CreateSamplerState
(
device
,
&
sampler_desc
,
&
sampler_state
);
ok
(
hr
==
S_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
ID3D10Device_PSSetShader
(
device
,
ps
);
ID3D10Device_PSSetShaderResources
(
device
,
0
,
1
,
&
srv
);
ID3D10Device_PSSetSamplers
(
device
,
0
,
1
,
&
sampler_state
);
for
(
z
=
0
;
z
<
16
;
++
z
)
{
draw_quad_z
(
&
test_context
,
(
z
*
2
.
0
f
+
1
.
0
f
)
/
32
.
0
f
);
get_texture_readback
(
test_context
.
backbuffer
,
0
,
&
rb
);
for
(
y
=
0
;
y
<
256
;
++
y
)
{
for
(
x
=
0
;
x
<
256
;
++
x
)
{
idx
=
z
*
64
*
64
+
(
y
/
4
)
*
64
+
(
x
/
4
);
r0
=
idx
%
256
;
r1
=
idx
/
256
;
switch
(
block_indices
[(
y
%
4
)
*
4
+
(
x
%
4
)])
{
case
0
:
expected
=
r0
;
break
;
case
1
:
expected
=
r1
;
break
;
case
2
:
expected
=
r0
>
r1
?
(
12
*
r0
+
2
*
r1
+
7
)
/
14
:
(
8
*
r0
+
2
*
r1
+
5
)
/
10
;
break
;
case
3
:
expected
=
r0
>
r1
?
(
10
*
r0
+
4
*
r1
+
7
)
/
14
:
(
6
*
r0
+
4
*
r1
+
5
)
/
10
;
break
;
case
4
:
expected
=
r0
>
r1
?
(
8
*
r0
+
6
*
r1
+
7
)
/
14
:
(
4
*
r0
+
6
*
r1
+
5
)
/
10
;
break
;
case
5
:
expected
=
r0
>
r1
?
(
6
*
r0
+
8
*
r1
+
7
)
/
14
:
(
2
*
r0
+
8
*
r1
+
5
)
/
10
;
break
;
case
6
:
expected
=
r0
>
r1
?
(
4
*
r0
+
10
*
r1
+
7
)
/
14
:
0x00
;
break
;
case
7
:
expected
=
r0
>
r1
?
(
2
*
r0
+
12
*
r1
+
7
)
/
14
:
0xff
;
break
;
default:
expected
=
~
0u
;
break
;
}
expected
|=
0xff000000
;
colour
=
get_readback_color
(
&
rb
,
(
x
*
640
+
128
)
/
256
,
(
y
*
480
+
128
)
/
256
);
if
(
!
(
equal
=
compare_color
(
colour
,
expected
,
2
)))
break
;
}
if
(
!
equal
)
break
;
}
release_resource_readback
(
&
rb
);
if
(
!
equal
)
break
;
}
ok
(
equal
,
"Got unexpected colour 0x%08x at (%u, %u, %u), expected 0x%08x.
\n
"
,
colour
,
x
,
y
,
z
,
expected
);
ID3D10PixelShader_Release
(
ps
);
ID3D10SamplerState_Release
(
sampler_state
);
ID3D10ShaderResourceView_Release
(
srv
);
ID3D10Texture3D_Release
(
texture
);
release_test_context
(
&
test_context
);
}
START_TEST
(
d3d10core
)
{
unsigned
int
argc
,
i
;
...
...
@@ -19060,6 +19212,7 @@ START_TEST(d3d10core)
queue_test
(
test_independent_blend
);
queue_test
(
test_dual_source_blend
);
queue_test
(
test_unbound_streams
);
queue_test
(
test_texture_compressed_3d
);
run_queued_tests
();
...
...
dlls/d3d11/tests/d3d11.c
View file @
2aeab85c
...
...
@@ -33285,6 +33285,160 @@ static void test_deferred_context_map(void)
release_test_context
(
&
test_context
);
}
static
void
test_texture_compressed_3d
(
void
)
{
struct
d3d11_test_context
test_context
;
D3D11_SUBRESOURCE_DATA
resource_data
;
D3D11_TEXTURE3D_DESC
texture_desc
;
ID3D11SamplerState
*
sampler_state
;
unsigned
int
idx
,
r0
,
r1
,
x
,
y
,
z
;
D3D11_SAMPLER_DESC
sampler_desc
;
ID3D11ShaderResourceView
*
srv
;
ID3D11DeviceContext
*
context
;
struct
resource_readback
rb
;
ID3D11Texture3D
*
texture
;
DWORD
colour
,
expected
;
ID3D11PixelShader
*
ps
;
ID3D11Device
*
device
;
DWORD
*
texture_data
;
BOOL
equal
=
TRUE
;
HRESULT
hr
;
static
const
DWORD
ps_code
[]
=
{
#if 0
Texture3D t;
SamplerState s;
float4 main(float4 position : SV_POSITION) : SV_Target
{
return t.Sample(s, position.xyz / float3(640, 480, 1));
}
#endif
0x43425844
,
0x27b15ae8
,
0xbebf46f7
,
0x6cd88d8d
,
0x5118de51
,
0x00000001
,
0x00000134
,
0x00000003
,
0x0000002c
,
0x00000060
,
0x00000094
,
0x4e475349
,
0x0000002c
,
0x00000001
,
0x00000008
,
0x00000020
,
0x00000000
,
0x00000001
,
0x00000003
,
0x00000000
,
0x0000070f
,
0x505f5653
,
0x5449534f
,
0x004e4f49
,
0x4e47534f
,
0x0000002c
,
0x00000001
,
0x00000008
,
0x00000020
,
0x00000000
,
0x00000000
,
0x00000003
,
0x00000000
,
0x0000000f
,
0x545f5653
,
0x65677261
,
0xabab0074
,
0x52444853
,
0x00000098
,
0x00000040
,
0x00000026
,
0x0300005a
,
0x00106000
,
0x00000000
,
0x04002858
,
0x00107000
,
0x00000000
,
0x00005555
,
0x04002064
,
0x00101072
,
0x00000000
,
0x00000001
,
0x03000065
,
0x001020f2
,
0x00000000
,
0x02000068
,
0x00000001
,
0x0a000038
,
0x00100072
,
0x00000000
,
0x00101246
,
0x00000000
,
0x00004002
,
0x3acccccd
,
0x3b088889
,
0x3f800000
,
0x00000000
,
0x09000045
,
0x001020f2
,
0x00000000
,
0x00100246
,
0x00000000
,
0x00107e46
,
0x00000000
,
0x00106000
,
0x00000000
,
0x0100003e
,
};
static
const
unsigned
int
block_indices
[]
=
{
0
,
1
,
3
,
2
,
6
,
7
,
5
,
4
,
0
,
1
,
3
,
2
,
6
,
7
,
5
,
4
,
};
if
(
!
init_test_context
(
&
test_context
,
NULL
))
return
;
device
=
test_context
.
device
;
context
=
test_context
.
immediate_context
;
hr
=
ID3D11Device_CreatePixelShader
(
device
,
ps_code
,
sizeof
(
ps_code
),
NULL
,
&
ps
);
ok
(
hr
==
S_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
/* Simply test all combinations of r0 and r1. */
texture_data
=
heap_alloc
(
256
*
256
*
sizeof
(
UINT64
));
for
(
r1
=
0
;
r1
<
256
;
++
r1
)
{
for
(
r0
=
0
;
r0
<
256
;
++
r0
)
{
/* bits = block_indices[] */
texture_data
[(
r1
*
256
+
r0
)
*
2
+
0
]
=
0xe4c80000
|
(
r1
<<
8
)
|
r0
;
texture_data
[(
r1
*
256
+
r0
)
*
2
+
1
]
=
0x97e4c897
;
}
}
resource_data
.
pSysMem
=
texture_data
;
resource_data
.
SysMemPitch
=
64
*
sizeof
(
UINT64
);
resource_data
.
SysMemSlicePitch
=
64
*
resource_data
.
SysMemPitch
;
texture_desc
.
Width
=
256
;
texture_desc
.
Height
=
256
;
texture_desc
.
Depth
=
16
;
texture_desc
.
MipLevels
=
1
;
texture_desc
.
Format
=
DXGI_FORMAT_BC4_UNORM
;
texture_desc
.
Usage
=
D3D11_USAGE_DEFAULT
;
texture_desc
.
BindFlags
=
D3D11_BIND_SHADER_RESOURCE
;
texture_desc
.
CPUAccessFlags
=
0
;
texture_desc
.
MiscFlags
=
0
;
hr
=
ID3D11Device_CreateTexture3D
(
device
,
&
texture_desc
,
&
resource_data
,
&
texture
);
ok
(
hr
==
S_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
heap_free
(
texture_data
);
hr
=
ID3D11Device_CreateShaderResourceView
(
device
,
(
ID3D11Resource
*
)
texture
,
NULL
,
&
srv
);
ok
(
hr
==
S_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
sampler_desc
.
Filter
=
D3D11_FILTER_MIN_MAG_MIP_POINT
;
sampler_desc
.
AddressU
=
D3D11_TEXTURE_ADDRESS_CLAMP
;
sampler_desc
.
AddressV
=
D3D11_TEXTURE_ADDRESS_CLAMP
;
sampler_desc
.
AddressW
=
D3D11_TEXTURE_ADDRESS_CLAMP
;
sampler_desc
.
MipLODBias
=
0
.
0
f
;
sampler_desc
.
MaxAnisotropy
=
0
;
sampler_desc
.
ComparisonFunc
=
D3D11_COMPARISON_NEVER
;
sampler_desc
.
BorderColor
[
0
]
=
0
.
0
f
;
sampler_desc
.
BorderColor
[
1
]
=
0
.
0
f
;
sampler_desc
.
BorderColor
[
2
]
=
0
.
0
f
;
sampler_desc
.
BorderColor
[
3
]
=
0
.
0
f
;
sampler_desc
.
MinLOD
=
0
.
0
f
;
sampler_desc
.
MaxLOD
=
0
.
0
f
;
hr
=
ID3D11Device_CreateSamplerState
(
device
,
&
sampler_desc
,
&
sampler_state
);
ok
(
hr
==
S_OK
,
"Got unexpected hr %#x.
\n
"
,
hr
);
ID3D11DeviceContext_PSSetShader
(
context
,
ps
,
NULL
,
0
);
ID3D11DeviceContext_PSSetShaderResources
(
context
,
0
,
1
,
&
srv
);
ID3D11DeviceContext_PSSetSamplers
(
context
,
0
,
1
,
&
sampler_state
);
for
(
z
=
0
;
z
<
16
;
++
z
)
{
draw_quad_z
(
&
test_context
,
(
z
*
2
.
0
f
+
1
.
0
f
)
/
32
.
0
f
);
get_texture_readback
(
test_context
.
backbuffer
,
0
,
&
rb
);
for
(
y
=
0
;
y
<
256
;
++
y
)
{
for
(
x
=
0
;
x
<
256
;
++
x
)
{
idx
=
z
*
64
*
64
+
(
y
/
4
)
*
64
+
(
x
/
4
);
r0
=
idx
%
256
;
r1
=
idx
/
256
;
switch
(
block_indices
[(
y
%
4
)
*
4
+
(
x
%
4
)])
{
case
0
:
expected
=
r0
;
break
;
case
1
:
expected
=
r1
;
break
;
case
2
:
expected
=
r0
>
r1
?
(
12
*
r0
+
2
*
r1
+
7
)
/
14
:
(
8
*
r0
+
2
*
r1
+
5
)
/
10
;
break
;
case
3
:
expected
=
r0
>
r1
?
(
10
*
r0
+
4
*
r1
+
7
)
/
14
:
(
6
*
r0
+
4
*
r1
+
5
)
/
10
;
break
;
case
4
:
expected
=
r0
>
r1
?
(
8
*
r0
+
6
*
r1
+
7
)
/
14
:
(
4
*
r0
+
6
*
r1
+
5
)
/
10
;
break
;
case
5
:
expected
=
r0
>
r1
?
(
6
*
r0
+
8
*
r1
+
7
)
/
14
:
(
2
*
r0
+
8
*
r1
+
5
)
/
10
;
break
;
case
6
:
expected
=
r0
>
r1
?
(
4
*
r0
+
10
*
r1
+
7
)
/
14
:
0x00
;
break
;
case
7
:
expected
=
r0
>
r1
?
(
2
*
r0
+
12
*
r1
+
7
)
/
14
:
0xff
;
break
;
default:
expected
=
~
0u
;
break
;
}
expected
|=
0xff000000
;
colour
=
get_readback_color
(
&
rb
,
(
x
*
640
+
128
)
/
256
,
(
y
*
480
+
128
)
/
256
,
0
);
if
(
!
(
equal
=
compare_color
(
colour
,
expected
,
2
)))
break
;
}
if
(
!
equal
)
break
;
}
release_resource_readback
(
&
rb
);
if
(
!
equal
)
break
;
}
ok
(
equal
,
"Got unexpected colour 0x%08x at (%u, %u, %u), expected 0x%08x.
\n
"
,
colour
,
x
,
y
,
z
,
expected
);
ID3D11PixelShader_Release
(
ps
);
ID3D11SamplerState_Release
(
sampler_state
);
ID3D11ShaderResourceView_Release
(
srv
);
ID3D11Texture3D_Release
(
texture
);
release_test_context
(
&
test_context
);
}
START_TEST
(
d3d11
)
{
unsigned
int
argc
,
i
;
...
...
@@ -33457,6 +33611,7 @@ START_TEST(d3d11)
queue_test
(
test_deferred_context_rendering
);
queue_test
(
test_deferred_context_map
);
queue_test
(
test_unbound_streams
);
queue_test
(
test_texture_compressed_3d
);
run_queued_tests
();
}
dlls/wined3d/utils.c
View file @
2aeab85c
...
...
@@ -568,6 +568,84 @@ static void decompress_bc1(const BYTE *src, BYTE *dst, unsigned int src_row_pitc
dst_slice_pitch
,
width
,
height
,
depth
,
WINED3DFMT_BC1_UNORM
);
}
static
void
build_rgtc_colour_table
(
uint8_t
red0
,
uint8_t
red1
,
uint8_t
colour_table
[
8
])
{
unsigned
int
i
;
colour_table
[
0
]
=
red0
;
colour_table
[
1
]
=
red1
;
if
(
red0
<=
red1
)
{
for
(
i
=
0
;
i
<
4
;
++
i
)
{
colour_table
[
i
+
2
]
=
((
8
-
2
*
i
)
*
red0
+
(
2
+
2
*
i
)
*
red1
+
5
)
/
10
;
}
colour_table
[
6
]
=
0x00
;
colour_table
[
7
]
=
0xff
;
}
else
{
for
(
i
=
0
;
i
<
6
;
++
i
)
{
colour_table
[
i
+
2
]
=
((
12
-
2
*
i
)
*
red0
+
(
2
+
2
*
i
)
*
red1
+
7
)
/
14
;
}
}
}
static
void
decompress_rgtc_block
(
const
uint8_t
*
src
,
uint8_t
*
dst
,
unsigned
int
width
,
unsigned
int
height
,
unsigned
int
dst_row_pitch
)
{
const
uint64_t
*
s
=
(
const
uint64_t
*
)
src
;
uint8_t
red0
,
red1
,
red_idx
;
uint8_t
colour_table
[
8
];
unsigned
int
x
,
y
;
uint32_t
*
dst_row
;
uint64_t
bits
;
red0
=
s
[
0
]
&
0xff
;
red1
=
(
s
[
0
]
>>
8
)
&
0xff
;
bits
=
s
[
0
]
>>
16
;
build_rgtc_colour_table
(
red0
,
red1
,
colour_table
);
for
(
y
=
0
;
y
<
height
;
++
y
)
{
dst_row
=
(
uint32_t
*
)
&
dst
[
y
*
dst_row_pitch
];
for
(
x
=
0
;
x
<
width
;
++
x
)
{
red_idx
=
(
bits
>>
(
y
*
12
+
x
*
3
))
&
0x7
;
/* Decompressing to bgra32 is perhaps not ideal for RGTC formats.
* It's convenient though. */
dst_row
[
x
]
=
0xff000000
|
(
colour_table
[
red_idx
]
<<
16
);
}
}
}
static
void
decompress_bc4
(
const
uint8_t
*
src
,
uint8_t
*
dst
,
unsigned
int
src_row_pitch
,
unsigned
int
src_slice_pitch
,
unsigned
int
dst_row_pitch
,
unsigned
int
dst_slice_pitch
,
unsigned
int
width
,
unsigned
int
height
,
unsigned
int
depth
)
{
unsigned
int
block_w
,
block_h
,
x
,
y
,
z
;
const
uint8_t
*
src_row
,
*
src_slice
;
uint8_t
*
dst_row
,
*
dst_slice
;
for
(
z
=
0
;
z
<
depth
;
++
z
)
{
src_slice
=
&
src
[
z
*
src_slice_pitch
];
dst_slice
=
&
dst
[
z
*
dst_slice_pitch
];
for
(
y
=
0
;
y
<
height
;
y
+=
4
)
{
src_row
=
&
src_slice
[(
y
/
4
)
*
src_row_pitch
];
dst_row
=
&
dst_slice
[
y
*
dst_row_pitch
];
for
(
x
=
0
;
x
<
width
;
x
+=
4
)
{
block_w
=
min
(
width
-
x
,
4
);
block_h
=
min
(
height
-
y
,
4
);
decompress_rgtc_block
(
&
src_row
[(
x
/
4
)
*
8
],
&
dst_row
[
x
*
4
],
block_w
,
block_h
,
dst_row_pitch
);
}
}
}
}
static
const
struct
wined3d_format_decompress_info
{
enum
wined3d_format_id
id
;
...
...
@@ -585,6 +663,7 @@ format_decompress_info[] =
{
WINED3DFMT_BC1_UNORM
,
decompress_bc1
},
{
WINED3DFMT_BC2_UNORM
,
decompress_bc2
},
{
WINED3DFMT_BC3_UNORM
,
decompress_bc3
},
{
WINED3DFMT_BC4_UNORM
,
decompress_bc4
},
};
struct
wined3d_format_block_info
...
...
@@ -3683,8 +3762,6 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
format
->
f
.
flags
[
WINED3D_GL_RES_TYPE_TEX_3D
]
&=
~
WINED3DFMT_FLAG_TEXTURE
;
format
=
get_format_gl_internal
(
adapter
,
WINED3DFMT_ATI2N
);
format
->
f
.
flags
[
WINED3D_GL_RES_TYPE_TEX_3D
]
&=
~
WINED3DFMT_FLAG_TEXTURE
;
format
=
get_format_gl_internal
(
adapter
,
WINED3DFMT_BC4_UNORM
);
format
->
f
.
flags
[
WINED3D_GL_RES_TYPE_TEX_3D
]
&=
~
WINED3DFMT_FLAG_TEXTURE
;
format
=
get_format_gl_internal
(
adapter
,
WINED3DFMT_BC4_SNORM
);
format
->
f
.
flags
[
WINED3D_GL_RES_TYPE_TEX_3D
]
&=
~
WINED3DFMT_FLAG_TEXTURE
;
format
=
get_format_gl_internal
(
adapter
,
WINED3DFMT_BC5_UNORM
);
...
...
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