Commit 5c635f41 authored by Roderick Colenbrander's avatar Roderick Colenbrander Committed by Alexandre Julliard

wined3d: Move D15S1 over to the formats table.

parent 6a081ef9
...@@ -2250,15 +2250,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_ ...@@ -2250,15 +2250,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
desc->conv_byte_count = 12; desc->conv_byte_count = 12;
break; break;
case WINED3DFMT_S1_UINT_D15_UNORM:
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
|| gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
{
*convert = CONVERT_D15S1;
desc->conv_byte_count = 4;
}
break;
default: default:
break; break;
} }
...@@ -2565,28 +2556,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI ...@@ -2565,28 +2556,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
break; break;
} }
case CONVERT_D15S1:
{
unsigned int x, y;
for (y = 0; y < height; ++y)
{
const WORD *source = (const WORD *)(src + y * pitch);
DWORD *dest = (DWORD *)(dst + y * outpitch);
for (x = 0; x < width; ++x)
{
/* The depth data is normalized, so needs to be scaled,
* the stencil data isn't. Scale depth data by
* (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
WORD d15 = source[x] >> 1;
DWORD d24 = (d15 << 9) + (d15 >> 6);
dest[x] = (d24 << 8) | (source[x] & 0x1);
}
}
break;
}
default: default:
ERR("Unsupported conversion type %#x.\n", convert); ERR("Unsupported conversion type %#x.\n", convert);
} }
......
...@@ -417,6 +417,28 @@ static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT wi ...@@ -417,6 +417,28 @@ static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT wi
} }
} }
static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
UINT outpitch = pitch * 2;
for (y = 0; y < height; ++y)
{
const WORD *source = (const WORD *)(src + y * pitch);
DWORD *dest = (DWORD *)(dst + y * outpitch);
for (x = 0; x < width; ++x)
{
/* The depth data is normalized, so needs to be scaled,
* the stencil data isn't. Scale depth data by
* (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
WORD d15 = source[x] >> 1;
DWORD d24 = (d15 << 9) + (d15 >> 6);
dest[x] = (d24 << 8) | (source[x] & 0x1);
}
}
}
static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height) static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{ {
unsigned int x, y; unsigned int x, y;
...@@ -690,13 +712,13 @@ static const struct wined3d_format_texture_info format_texture_info[] = ...@@ -690,13 +712,13 @@ static const struct wined3d_format_texture_info format_texture_info[] =
WINED3DFMT_FLAG_DEPTH, WINED3DFMT_FLAG_DEPTH,
ARB_DEPTH_TEXTURE, NULL}, ARB_DEPTH_TEXTURE, NULL},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0, {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
EXT_PACKED_DEPTH_STENCIL, NULL}, EXT_PACKED_DEPTH_STENCIL, &convert_s1_uint_d15_unorm},
{WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
ARB_FRAMEBUFFER_OBJECT, NULL}, ARB_FRAMEBUFFER_OBJECT, &convert_s1_uint_d15_unorm},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
......
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