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wine
wine-winehq
Commits
5e89689b
Commit
5e89689b
authored
Sep 23, 2013
by
Stefan Dösinger
Committed by
Alexandre Julliard
Sep 23, 2013
Browse files
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Plain Diff
wined3d: Make format conversion functions work on volumes.
parent
bb172d2a
Hide whitespace changes
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Side-by-side
Showing
4 changed files
with
227 additions
and
183 deletions
+227
-183
surface.c
dlls/wined3d/surface.c
+2
-1
utils.c
dlls/wined3d/utils.c
+220
-177
volume.c
dlls/wined3d/volume.c
+3
-4
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-1
No files found.
dlls/wined3d/surface.c
View file @
5e89689b
...
...
@@ -5524,7 +5524,8 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
context_release
(
context
);
return
E_OUTOFMEMORY
;
}
format
.
convert
(
surface
->
resource
.
allocatedMemory
,
mem
,
src_pitch
,
dst_pitch
,
width
,
height
);
format
.
convert
(
surface
->
resource
.
allocatedMemory
,
mem
,
src_pitch
,
src_pitch
*
height
,
dst_pitch
,
dst_pitch
*
height
,
width
,
height
,
1
);
format
.
byte_count
=
format
.
conv_byte_count
;
src_pitch
=
dst_pitch
;
}
...
...
dlls/wined3d/utils.c
View file @
5e89689b
...
...
@@ -253,61 +253,70 @@ struct wined3d_format_texture_info
unsigned
int
conv_byte_count
;
unsigned
int
flags
;
enum
wined3d_gl_extension
extension
;
void
(
*
convert
)(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_pitch
,
UINT
width
,
UINT
height
);
void
(
*
convert
)(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_pitch
,
UINT
dst_row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
);
};
static
void
convert_l4a4_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_l4a4_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
/* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
* format+type combination to load it. Thus convert it to A8L8, then load it
* with A4L4 internal, but A8L8 format+type
*/
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
unsigned
char
*
Source
;
unsigned
char
*
Dest
;
for
(
y
=
0
;
y
<
height
;
y
++
)
{
Source
=
src
+
y
*
pitch
;
Dest
=
dst
+
y
*
dst_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
{
unsigned
char
color
=
(
*
Source
++
);
/* A */
Dest
[
1
]
=
(
color
&
0xf0
)
<<
0
;
/* L */
Dest
[
0
]
=
(
color
&
0x0f
)
<<
4
;
Dest
+=
2
;
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
for
(
y
=
0
;
y
<
height
;
y
++
)
{
Source
=
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
;
Dest
=
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
{
unsigned
char
color
=
(
*
Source
++
);
/* A */
Dest
[
1
]
=
(
color
&
0xf0
)
<<
0
;
/* L */
Dest
[
0
]
=
(
color
&
0x0f
)
<<
4
;
Dest
+=
2
;
}
}
}
}
static
void
convert_r5g5_snorm_l6_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r5g5_snorm_l6_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
WORD
*
Source
;
for
(
y
=
0
;
y
<
height
;
y
++
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
unsigned
short
*
Dest_s
=
(
unsigned
short
*
)
(
dst
+
y
*
dst_pitch
);
Source
=
(
const
WORD
*
)(
src
+
y
*
pitch
);
for
(
x
=
0
;
x
<
width
;
x
++
)
for
(
y
=
0
;
y
<
height
;
y
++
)
{
short
color
=
(
*
Source
++
);
unsigned
char
l
=
((
color
>>
10
)
&
0xfc
);
short
v
=
((
color
>>
5
)
&
0x3e
);
short
u
=
((
color
)
&
0x1f
);
short
v_conv
=
v
+
16
;
short
u_conv
=
u
+
16
;
*
Dest_s
=
((
v_conv
<<
11
)
&
0xf800
)
|
((
l
<<
5
)
&
0x7e0
)
|
(
u_conv
&
0x1f
);
Dest_s
+=
1
;
unsigned
short
*
Dest_s
=
(
unsigned
short
*
)
(
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
);
Source
=
(
const
WORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
for
(
x
=
0
;
x
<
width
;
x
++
)
{
short
color
=
(
*
Source
++
);
unsigned
char
l
=
((
color
>>
10
)
&
0xfc
);
short
v
=
((
color
>>
5
)
&
0x3e
);
short
u
=
((
color
)
&
0x1f
);
short
v_conv
=
v
+
16
;
short
u_conv
=
u
+
16
;
*
Dest_s
=
((
v_conv
<<
11
)
&
0xf800
)
|
((
l
<<
5
)
&
0x7e0
)
|
(
u_conv
&
0x1f
);
Dest_s
+=
1
;
}
}
}
}
static
void
convert_r5g5_snorm_l6_unorm_nv
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r5g5_snorm_l6_unorm_nv
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
WORD
*
Source
;
unsigned
char
*
Dest
;
...
...
@@ -315,57 +324,65 @@ static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitc
* fixed function and shaders without further conversion once the surface is
* loaded
*/
for
(
y
=
0
;
y
<
height
;
y
++
)
{
Source
=
(
const
WORD
*
)(
src
+
y
*
pitch
);
Dest
=
dst
+
y
*
dst_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
{
short
color
=
(
*
Source
++
);
unsigned
char
l
=
((
color
>>
10
)
&
0xfc
);
char
v
=
((
color
>>
5
)
&
0x3e
);
char
u
=
((
color
)
&
0x1f
);
/* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
* and doubles the positive range. Thus shift left only once, gl does the 2nd
* shift. GL reads a signed value and converts it into an unsigned value.
*/
/* M */
Dest
[
2
]
=
l
<<
1
;
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
for
(
y
=
0
;
y
<
height
;
y
++
)
{
Source
=
(
const
WORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
Dest
=
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
{
short
color
=
(
*
Source
++
);
unsigned
char
l
=
((
color
>>
10
)
&
0xfc
);
char
v
=
((
color
>>
5
)
&
0x3e
);
char
u
=
((
color
)
&
0x1f
);
/* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
* and doubles the positive range. Thus shift left only once, gl does the 2nd
* shift. GL reads a signed value and converts it into an unsigned value.
*/
/* M */
Dest
[
2
]
=
l
<<
1
;
/* Those are read as signed, but kept signed. Just left-shift 3 times to scale
* from 5 bit values to 8 bit values.
*/
/* V */
Dest
[
1
]
=
v
<<
3
;
/* U */
Dest
[
0
]
=
u
<<
3
;
Dest
+=
3
;
/* Those are read as signed, but kept signed. Just left-shift 3 times to scale
* from 5 bit values to 8 bit values.
*/
/* V */
Dest
[
1
]
=
v
<<
3
;
/* U */
Dest
[
0
]
=
u
<<
3
;
Dest
+=
3
;
}
}
}
}
static
void
convert_r8g8_snorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r8g8_snorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
short
*
Source
;
unsigned
char
*
Dest
;
for
(
y
=
0
;
y
<
height
;
y
++
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
Source
=
(
const
short
*
)(
src
+
y
*
pitch
);
Dest
=
dst
+
y
*
dst_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
for
(
y
=
0
;
y
<
height
;
y
++
)
{
const
short
color
=
(
*
Source
++
);
/* B */
Dest
[
0
]
=
0xff
;
/* G */
Dest
[
1
]
=
(
color
>>
8
)
+
128
;
/* V */
/* R */
Dest
[
2
]
=
(
color
&
0xff
)
+
128
;
/* U */
Dest
+=
3
;
Source
=
(
const
short
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
Dest
=
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
{
const
short
color
=
(
*
Source
++
);
/* B */
Dest
[
0
]
=
0xff
;
/* G */
Dest
[
1
]
=
(
color
>>
8
)
+
128
;
/* V */
/* R */
Dest
[
2
]
=
(
color
&
0xff
)
+
128
;
/* U */
Dest
+=
3
;
}
}
}
}
static
void
convert_r8g8_snorm_l8x8_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r8g8_snorm_l8x8_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
DWORD
*
Source
;
unsigned
char
*
Dest
;
...
...
@@ -373,196 +390,222 @@ static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch
* shaders if the shader is adjusted. (There's no use for this format in gl's
* standard fixed function pipeline anyway).
*/
for
(
y
=
0
;
y
<
height
;
y
++
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
Source
=
(
const
DWORD
*
)(
src
+
y
*
pitch
);
Dest
=
dst
+
y
*
dst_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
for
(
y
=
0
;
y
<
height
;
y
++
)
{
LONG
color
=
(
*
Source
++
);
/* B */
Dest
[
0
]
=
((
color
>>
16
)
&
0xff
);
/* L */
/* G */
Dest
[
1
]
=
((
color
>>
8
)
&
0xff
)
+
128
;
/* V */
/* R */
Dest
[
2
]
=
(
color
&
0xff
)
+
128
;
/* U */
Dest
+=
4
;
Source
=
(
const
DWORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
Dest
=
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
{
LONG
color
=
(
*
Source
++
);
/* B */
Dest
[
0
]
=
((
color
>>
16
)
&
0xff
);
/* L */
/* G */
Dest
[
1
]
=
((
color
>>
8
)
&
0xff
)
+
128
;
/* V */
/* R */
Dest
[
2
]
=
(
color
&
0xff
)
+
128
;
/* U */
Dest
+=
4
;
}
}
}
}
static
void
convert_r8g8_snorm_l8x8_unorm_nv
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r8g8_snorm_l8x8_unorm_nv
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
DWORD
*
Source
;
unsigned
char
*
Dest
;
/* This implementation works with the fixed function pipeline and shaders
* without further modification after converting the surface.
*/
for
(
y
=
0
;
y
<
height
;
y
++
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
Source
=
(
const
DWORD
*
)(
src
+
y
*
pitch
);
Dest
=
dst
+
y
*
dst_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
for
(
y
=
0
;
y
<
height
;
y
++
)
{
LONG
color
=
(
*
Source
++
);
/* L */
Dest
[
2
]
=
((
color
>>
16
)
&
0xff
);
/* L */
/* V */
Dest
[
1
]
=
((
color
>>
8
)
&
0xff
);
/* V */
/* U */
Dest
[
0
]
=
(
color
&
0xff
);
/* U */
/* I */
Dest
[
3
]
=
255
;
/* X */
Dest
+=
4
;
Source
=
(
const
DWORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
Dest
=
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
{
LONG
color
=
(
*
Source
++
);
/* L */
Dest
[
2
]
=
((
color
>>
16
)
&
0xff
);
/* L */
/* V */
Dest
[
1
]
=
((
color
>>
8
)
&
0xff
);
/* V */
/* U */
Dest
[
0
]
=
(
color
&
0xff
);
/* U */
/* I */
Dest
[
3
]
=
255
;
/* X */
Dest
+=
4
;
}
}
}
}
static
void
convert_r8g8b8a8_snorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r8g8b8a8_snorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
DWORD
*
Source
;
unsigned
char
*
Dest
;
for
(
y
=
0
;
y
<
height
;
y
++
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
Source
=
(
const
DWORD
*
)(
src
+
y
*
pitch
);
Dest
=
dst
+
y
*
dst_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
for
(
y
=
0
;
y
<
height
;
y
++
)
{
LONG
color
=
(
*
Source
++
);
/* B */
Dest
[
0
]
=
((
color
>>
16
)
&
0xff
)
+
128
;
/* W */
/* G */
Dest
[
1
]
=
((
color
>>
8
)
&
0xff
)
+
128
;
/* V */
/* R */
Dest
[
2
]
=
(
color
&
0xff
)
+
128
;
/* U */
/* A */
Dest
[
3
]
=
((
color
>>
24
)
&
0xff
)
+
128
;
/* Q */
Dest
+=
4
;
Source
=
(
const
DWORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
Dest
=
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
;
for
(
x
=
0
;
x
<
width
;
x
++
)
{
LONG
color
=
(
*
Source
++
);
/* B */
Dest
[
0
]
=
((
color
>>
16
)
&
0xff
)
+
128
;
/* W */
/* G */
Dest
[
1
]
=
((
color
>>
8
)
&
0xff
)
+
128
;
/* V */
/* R */
Dest
[
2
]
=
(
color
&
0xff
)
+
128
;
/* U */
/* A */
Dest
[
3
]
=
((
color
>>
24
)
&
0xff
)
+
128
;
/* Q */
Dest
+=
4
;
}
}
}
}
static
void
convert_r16g16_snorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r16g16_snorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
DWORD
*
Source
;
unsigned
short
*
Dest
;
for
(
y
=
0
;
y
<
height
;
y
++
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
Source
=
(
const
DWORD
*
)(
src
+
y
*
pitch
);
Dest
=
(
unsigned
short
*
)
(
dst
+
y
*
dst_pitch
);
for
(
x
=
0
;
x
<
width
;
x
++
)
for
(
y
=
0
;
y
<
height
;
y
++
)
{
const
DWORD
color
=
(
*
Source
++
);
/* B */
Dest
[
0
]
=
0xffff
;
/* G */
Dest
[
1
]
=
(
color
>>
16
)
+
32768
;
/* V */
/* R */
Dest
[
2
]
=
(
color
&
0xffff
)
+
32768
;
/* U */
Dest
+=
3
;
Source
=
(
const
DWORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
Dest
=
(
unsigned
short
*
)
(
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
);
for
(
x
=
0
;
x
<
width
;
x
++
)
{
const
DWORD
color
=
(
*
Source
++
);
/* B */
Dest
[
0
]
=
0xffff
;
/* G */
Dest
[
1
]
=
(
color
>>
16
)
+
32768
;
/* V */
/* R */
Dest
[
2
]
=
(
color
&
0xffff
)
+
32768
;
/* U */
Dest
+=
3
;
}
}
}
}
static
void
convert_r16g16
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r16g16
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
WORD
*
Source
;
WORD
*
Dest
;
for
(
y
=
0
;
y
<
height
;
y
++
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
Source
=
(
const
WORD
*
)(
src
+
y
*
pitch
);
Dest
=
(
WORD
*
)
(
dst
+
y
*
dst_pitch
);
for
(
x
=
0
;
x
<
width
;
x
++
)
for
(
y
=
0
;
y
<
height
;
y
++
)
{
WORD
green
=
(
*
Source
++
);
WORD
red
=
(
*
Source
++
);
Dest
[
0
]
=
green
;
Dest
[
1
]
=
red
;
/* Strictly speaking not correct for R16G16F, but it doesn't matter because the
* shader overwrites it anyway
*/
Dest
[
2
]
=
0xffff
;
Dest
+=
3
;
Source
=
(
const
WORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
Dest
=
(
WORD
*
)
(
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
);
for
(
x
=
0
;
x
<
width
;
x
++
)
{
WORD
green
=
(
*
Source
++
);
WORD
red
=
(
*
Source
++
);
Dest
[
0
]
=
green
;
Dest
[
1
]
=
red
;
/* Strictly speaking not correct for R16G16F, but it doesn't matter because the
* shader overwrites it anyway */
Dest
[
2
]
=
0xffff
;
Dest
+=
3
;
}
}
}
}
static
void
convert_r32g32_float
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r32g32_float
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
const
float
*
Source
;
float
*
Dest
;
for
(
y
=
0
;
y
<
height
;
y
++
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
Source
=
(
const
float
*
)(
src
+
y
*
pitch
);
Dest
=
(
float
*
)
(
dst
+
y
*
dst_pitch
);
for
(
x
=
0
;
x
<
width
;
x
++
)
for
(
y
=
0
;
y
<
height
;
y
++
)
{
float
green
=
(
*
Source
++
);
float
red
=
(
*
Source
++
);
Dest
[
0
]
=
green
;
Dest
[
1
]
=
red
;
Dest
[
2
]
=
1
.
0
f
;
Dest
+=
3
;
Source
=
(
const
float
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
Dest
=
(
float
*
)
(
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
);
for
(
x
=
0
;
x
<
width
;
x
++
)
{
float
green
=
(
*
Source
++
);
float
red
=
(
*
Source
++
);
Dest
[
0
]
=
green
;
Dest
[
1
]
=
red
;
Dest
[
2
]
=
1
.
0
f
;
Dest
+=
3
;
}
}
}
}
static
void
convert_s1_uint_d15_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_s1_uint_d15_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
for
(
y
=
0
;
y
<
height
;
++
y
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
const
WORD
*
source
=
(
const
WORD
*
)(
src
+
y
*
pitch
);
DWORD
*
dest
=
(
DWORD
*
)(
dst
+
y
*
dst_pitch
);
for
(
x
=
0
;
x
<
width
;
++
x
)
for
(
y
=
0
;
y
<
height
;
++
y
)
{
/* 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
);
const
WORD
*
source
=
(
const
WORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
DWORD
*
dest
=
(
DWORD
*
)(
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
);
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
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_s4x4_uint_d24_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
for
(
y
=
0
;
y
<
height
;
++
y
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
const
DWORD
*
source
=
(
const
DWORD
*
)(
src
+
y
*
pitch
);
DWORD
*
dest
=
(
DWORD
*
)(
dst
+
y
*
dst_pitch
);
for
(
x
=
0
;
x
<
width
;
++
x
)
for
(
y
=
0
;
y
<
height
;
++
y
)
{
/* Just need to clear out the X4 part. */
dest
[
x
]
=
source
[
x
]
&
~
0xf0
;
const
DWORD
*
source
=
(
const
DWORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
DWORD
*
dest
=
(
DWORD
*
)(
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
);
for
(
x
=
0
;
x
<
width
;
++
x
)
{
/* Just need to clear out the X4 part. */
dest
[
x
]
=
source
[
x
]
&
~
0xf0
;
}
}
}
}
static
void
convert_s8_uint_d24_float
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
dst_
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_s8_uint_d24_float
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_
pitch
,
UINT
dst_
row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
)
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
,
z
;
for
(
y
=
0
;
y
<
height
;
++
y
)
for
(
z
=
0
;
z
<
depth
;
z
++
)
{
const
DWORD
*
source
=
(
const
DWORD
*
)(
src
+
y
*
pitch
);
float
*
dest_f
=
(
float
*
)(
dst
+
y
*
dst_pitch
);
DWORD
*
dest_s
=
(
DWORD
*
)(
dst
+
y
*
dst_pitch
);
for
(
x
=
0
;
x
<
width
;
++
x
)
for
(
y
=
0
;
y
<
height
;
++
y
)
{
dest_f
[
x
*
2
]
=
float_24_to_32
((
source
[
x
]
&
0xffffff00
)
>>
8
);
dest_s
[
x
*
2
+
1
]
=
source
[
x
]
&
0xff
;
const
DWORD
*
source
=
(
const
DWORD
*
)(
src
+
z
*
src_slice_pitch
+
y
*
src_row_pitch
);
float
*
dest_f
=
(
float
*
)(
dst
+
z
*
dst_slice_pitch
+
y
*
dst_row_pitch
);
DWORD
*
dest_s
=
(
DWORD
*
)
dest_f
;
for
(
x
=
0
;
x
<
width
;
++
x
)
{
dest_f
[
x
*
2
]
=
float_24_to_32
((
source
[
x
]
&
0xffffff00
)
>>
8
);
dest_s
[
x
*
2
+
1
]
=
source
[
x
]
&
0xff
;
}
}
}
}
...
...
dlls/wined3d/volume.c
View file @
5e89689b
...
...
@@ -104,7 +104,7 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
const
struct
wined3d_format
*
format
=
volume
->
resource
.
format
;
UINT
width
=
volume
->
resource
.
width
;
UINT
height
=
volume
->
resource
.
height
;
UINT
depth
=
volume
->
resource
.
depth
,
z
;
UINT
depth
=
volume
->
resource
.
depth
;
BYTE
*
mem
=
data
->
addr
;
TRACE
(
"volume %p, context %p, level %u, format %s (%#x).
\n
"
,
...
...
@@ -129,9 +129,8 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
wined3d_volume_get_pitch
(
volume
,
&
src_row_pitch
,
&
src_slice_pitch
);
mem
=
HeapAlloc
(
GetProcessHeap
(),
0
,
dst_slice_pitch
*
depth
);
for
(
z
=
0
;
z
<
depth
;
z
++
)
format
->
convert
(
data
->
addr
+
z
*
src_slice_pitch
,
mem
+
z
*
dst_slice_pitch
,
src_row_pitch
,
dst_row_pitch
,
width
,
height
);
format
->
convert
(
data
->
addr
,
mem
,
src_row_pitch
,
src_slice_pitch
,
dst_row_pitch
,
dst_slice_pitch
,
width
,
height
,
depth
);
}
if
(
data
->
buffer_object
)
...
...
dlls/wined3d/wined3d_private.h
View file @
5e89689b
...
...
@@ -2970,7 +2970,8 @@ struct wined3d_format
unsigned
int
flags
;
struct
wined3d_rational
height_scale
;
struct
color_fixup_desc
color_fixup
;
void
(
*
convert
)(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_pitch
,
UINT
dst_pitch
,
UINT
width
,
UINT
height
);
void
(
*
convert
)(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
src_row_pitch
,
UINT
src_slice_pitch
,
UINT
dst_row_pitch
,
UINT
dst_slice_pitch
,
UINT
width
,
UINT
height
,
UINT
depth
);
};
const
struct
wined3d_format
*
wined3d_get_format
(
const
struct
wined3d_gl_info
*
gl_info
,
...
...
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