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wine
wine-winehq
Commits
39092157
Commit
39092157
authored
Jun 03, 2014
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jun 11, 2014
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Plain Diff
wined3d: Remove d3dfmt_p8_init_palette.
parent
81a904e7
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Showing
3 changed files
with
44 additions
and
57 deletions
+44
-57
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+13
-5
surface.c
dlls/wined3d/surface.c
+31
-50
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-2
No files found.
dlls/wined3d/arb_program_shader.c
View file @
39092157
...
@@ -7280,12 +7280,10 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
...
@@ -7280,12 +7280,10 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
/* Context activation is done by the caller. */
/* Context activation is done by the caller. */
static
void
upload_palette
(
const
struct
wined3d_surface
*
surface
,
struct
wined3d_context
*
context
)
static
void
upload_palette
(
const
struct
wined3d_surface
*
surface
,
struct
wined3d_context
*
context
)
{
{
BYTE
table
[
256
][
4
];
struct
wined3d_device
*
device
=
surface
->
resource
.
device
;
struct
wined3d_device
*
device
=
surface
->
resource
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
struct
arbfp_blit_priv
*
priv
=
device
->
blit_priv
;
struct
arbfp_blit_priv
*
priv
=
device
->
blit_priv
;
const
struct
wined3d_palette
*
palette
=
surface
->
palette
;
d3dfmt_p8_init_palette
(
surface
,
table
);
if
(
!
priv
->
palette_texture
)
if
(
!
priv
->
palette_texture
)
gl_info
->
gl_ops
.
gl
.
p_glGenTextures
(
1
,
&
priv
->
palette_texture
);
gl_info
->
gl_ops
.
gl
.
p_glGenTextures
(
1
,
&
priv
->
palette_texture
);
...
@@ -7299,9 +7297,19 @@ static void upload_palette(const struct wined3d_surface *surface, struct wined3d
...
@@ -7299,9 +7297,19 @@ static void upload_palette(const struct wined3d_surface *surface, struct wined3d
/* Make sure we have discrete color levels. */
/* Make sure we have discrete color levels. */
gl_info
->
gl_ops
.
gl
.
p_glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_MAG_FILTER
,
GL_NEAREST
);
gl_info
->
gl_ops
.
gl
.
p_glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_MAG_FILTER
,
GL_NEAREST
);
gl_info
->
gl_ops
.
gl
.
p_glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_WRAP_S
,
GL_CLAMP_TO_EDGE
);
gl_info
->
gl_ops
.
gl
.
p_glTexParameteri
(
GL_TEXTURE_1D
,
GL_TEXTURE_WRAP_S
,
GL_CLAMP_TO_EDGE
);
/* Upload the palette */
/* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
/* TODO: avoid unneeded uploads in the future by adding some SFLAG_PALETTE_DIRTY mechanism */
gl_info
->
gl_ops
.
gl
.
p_glTexImage1D
(
GL_TEXTURE_1D
,
0
,
GL_RGBA
,
256
,
0
,
GL_RGBA
,
GL_UNSIGNED_BYTE
,
table
);
if
(
palette
)
{
gl_info
->
gl_ops
.
gl
.
p_glTexImage1D
(
GL_TEXTURE_1D
,
0
,
GL_RGB
,
256
,
0
,
GL_BGRA
,
GL_UNSIGNED_INT_8_8_8_8_REV
,
palette
->
colors
);
}
else
{
static
const
DWORD
black
;
FIXME
(
"P8 surface loaded without a palette.
\n
"
);
gl_info
->
gl_ops
.
gl
.
p_glTexImage1D
(
GL_TEXTURE_1D
,
0
,
GL_RGB
,
1
,
0
,
GL_BGRA
,
GL_UNSIGNED_INT_8_8_8_8_REV
,
&
black
);
}
/* Switch back to unit 0 in which the 2D texture will be stored. */
/* Switch back to unit 0 in which the 2D texture will be stored. */
context_active_texture
(
context
,
gl_info
,
0
);
context_active_texture
(
context
,
gl_info
,
0
);
...
...
dlls/wined3d/surface.c
View file @
39092157
...
@@ -3370,38 +3370,6 @@ static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD colo
...
@@ -3370,38 +3370,6 @@ static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD colo
&&
color
<=
color_key
->
color_space_high_value
;
&&
color
<=
color_key
->
color_space_high_value
;
}
}
void
d3dfmt_p8_init_palette
(
const
struct
wined3d_surface
*
surface
,
BYTE
table
[
256
][
4
])
{
const
struct
wined3d_palette
*
pal
=
surface
->
palette
;
unsigned
int
i
;
if
(
!
pal
)
{
FIXME
(
"No palette set.
\n
"
);
/* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
* there's no palette at this time. */
for
(
i
=
0
;
i
<
256
;
i
++
)
table
[
i
][
3
]
=
i
;
}
else
{
TRACE
(
"Using surface palette %p
\n
"
,
pal
);
for
(
i
=
0
;
i
<
256
;
++
i
)
{
table
[
i
][
0
]
=
pal
->
colors
[
i
].
rgbRed
;
table
[
i
][
1
]
=
pal
->
colors
[
i
].
rgbGreen
;
table
[
i
][
2
]
=
pal
->
colors
[
i
].
rgbBlue
;
/* The palette index is stored in the alpha component. In case of a
* readback we can then read GL_ALPHA. Color keying is handled in
* surface_blt_to_drawable() using a GL_ALPHA_TEST using GL_NOT_EQUAL.
* In case of a P8 surface the color key itself is passed to
* glAlphaFunc in other cases the alpha component of pixels that
* should be masked away is set to 0. */
table
[
i
][
3
]
=
i
;
}
}
}
static
HRESULT
d3dfmt_convert_surface
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
,
static
HRESULT
d3dfmt_convert_surface
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
,
UINT
outpitch
,
enum
wined3d_conversion_type
conversion_type
,
struct
wined3d_surface
*
surface
)
UINT
outpitch
,
enum
wined3d_conversion_type
conversion_type
,
struct
wined3d_surface
*
surface
)
{
{
...
@@ -3420,27 +3388,40 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
...
@@ -3420,27 +3388,40 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
}
}
case
WINED3D_CT_PALETTED
:
case
WINED3D_CT_PALETTED
:
{
if
(
surface
->
palette
)
BYTE
table
[
256
][
4
];
unsigned
int
x
,
y
;
d3dfmt_p8_init_palette
(
surface
,
table
);
for
(
y
=
0
;
y
<
height
;
y
++
)
{
{
source
=
src
+
pitch
*
y
;
unsigned
int
x
,
y
;
dest
=
dst
+
outpitch
*
y
;
const
struct
wined3d_palette
*
palette
=
surface
->
palette
;
/* This is an 1 bpp format, using the width here is fine */
for
(
y
=
0
;
y
<
height
;
y
++
)
for
(
x
=
0
;
x
<
width
;
x
++
)
{
{
BYTE
color
=
*
source
++
;
source
=
src
+
pitch
*
y
;
*
dest
++
=
table
[
color
][
0
];
dest
=
dst
+
outpitch
*
y
;
*
dest
++
=
table
[
color
][
1
];
for
(
x
=
0
;
x
<
width
;
x
++
)
*
dest
++
=
table
[
color
][
2
];
{
*
dest
++
=
table
[
color
][
3
];
BYTE
color
=
*
source
++
;
*
dest
++
=
palette
->
colors
[
color
].
rgbRed
;
*
dest
++
=
palette
->
colors
[
color
].
rgbGreen
;
*
dest
++
=
palette
->
colors
[
color
].
rgbBlue
;
*
dest
++
=
0
;
}
}
}
}
}
}
else
break
;
{
/* This should probably use the system palette, but unless
* the X server is running in P8 mode there is no such thing.
* The probably best solution is to set the fixed 20 colors
* from the default windows palette and set the rest to black,
* white, or some ugly pink. For now use black for the entire
* palette. Don't use pink everywhere. Age of Empires 2 draws
* a front buffer filled with zeroes without a palette when
* starting and we don't want the screen to flash in an ugly
* color. */
FIXME
(
"P8 surface loaded without a palette.
\n
"
);
memset
(
dst
,
0
,
height
*
outpitch
);
}
break
;
case
WINED3D_CT_CK_565
:
case
WINED3D_CT_CK_565
:
{
{
...
...
dlls/wined3d/wined3d_private.h
View file @
39092157
...
@@ -2350,8 +2350,6 @@ enum wined3d_conversion_type
...
@@ -2350,8 +2350,6 @@ enum wined3d_conversion_type
WINED3D_CT_CK_ARGB32
,
WINED3D_CT_CK_ARGB32
,
};
};
void
d3dfmt_p8_init_palette
(
const
struct
wined3d_surface
*
surface
,
BYTE
table
[
256
][
4
])
DECLSPEC_HIDDEN
;
struct
wined3d_sampler
struct
wined3d_sampler
{
{
LONG
refcount
;
LONG
refcount
;
...
...
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