Commit 69902ab6 authored by Roderick Colenbrander's avatar Roderick Colenbrander Committed by Alexandre Julliard

wined3d: Move EXT_PALETTED_TEXTURE code over to ffp_blit.

parent 3b6aea59
......@@ -2857,29 +2857,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
return WINED3D_OK;
}
/* This function is used in case of 8bit paletted textures to upload the palette.
It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
extensions like ATI_fragment_shaders is possible.
*/
/* Context activation is done by the caller. */
static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface,
const struct wined3d_gl_info *gl_info, CONVERT_TYPES convert)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
BYTE table[256][4];
d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
/* Try to use the paletted texture extension */
if (gl_info->supported[EXT_PALETTED_TEXTURE])
{
TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
ENTER_GL();
GL_EXTCALL(glColorTableEXT(This->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
LEAVE_GL();
}
}
BOOL palette9_changed(IWineD3DSurfaceImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.device;
......@@ -4317,18 +4294,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) &&
device->blitter->color_fixup_supported(&device->adapter->gl_info, This->resource.format_desc->color_fixup))
{
struct wined3d_context *context;
/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
/* We want to force a palette refresh, so mark the drawable as not being up to date */
IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
/* Re-upload the palette */
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
d3dfmt_p8_upload_palette(iface, context->gl_info, NO_CONVERSION);
context_release(context);
/* Force a palette refresh by re-uploading to the drawable */
IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
} else {
if(!(This->Flags & SFLAG_INSYSMEM)) {
TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
......@@ -4937,12 +4910,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
return WINED3DERR_OUTOFVIDEOMEMORY;
}
d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
}
else if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
&& (device->blitter->color_fixup_supported(gl_info, This->resource.format_desc->color_fixup)))
{
d3dfmt_p8_upload_palette(iface, gl_info, convert);
mem = This->resource.allocatedMemory;
} else {
mem = This->resource.allocatedMemory;
}
......@@ -5119,9 +5086,34 @@ static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
/* Context activation is done by the caller. */
static void ffp_blit_free(IWineD3DDevice *iface) { }
/* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
/* Context activation is done by the caller. */
static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
{
BYTE table[256][4];
BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
d3dfmt_p8_init_palette(surface, table, colorkey_active);
TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
ENTER_GL();
GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
LEAVE_GL();
}
/* Context activation is done by the caller. */
static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
/* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
* else the surface is converted in software at upload time in LoadLocation.
*/
if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
ffp_blit_p8_upload_palette(surface, gl_info);
ENTER_GL();
glEnable(surface->texture_target);
checkGLcall("glEnable(surface->texture_target)");
......
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