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wine
wine-winehq
Commits
798ba56c
Commit
798ba56c
authored
Apr 12, 2010
by
Roderick Colenbrander
Committed by
Alexandre Julliard
Apr 13, 2010
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Plain Diff
wined3d: Move L6V5U5 conversion to the formats table.
parent
6000b08c
Show whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
64 additions
and
73 deletions
+64
-73
surface.c
dlls/wined3d/surface.c
+0
-69
utils.c
dlls/wined3d/utils.c
+64
-4
No files found.
dlls/wined3d/surface.c
View file @
798ba56c
...
@@ -2224,18 +2224,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
...
@@ -2224,18 +2224,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
}
}
break
;
break
;
case
WINED3DFMT_R5G5_SNORM_L6_UNORM
:
*
convert
=
CONVERT_L6V5U5
;
if
(
gl_info
->
supported
[
NV_TEXTURE_SHADER
])
{
desc
->
conv_byte_count
=
3
;
/* Use format and types from table */
}
else
{
/* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
desc
->
conv_byte_count
=
2
;
}
break
;
case
WINED3DFMT_L4A4_UNORM
:
case
WINED3DFMT_L4A4_UNORM
:
/* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
/* 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
* format+type combination to load it. Thus convert it to A8L8, then load it
...
@@ -2385,8 +2373,6 @@ void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL
...
@@ -2385,8 +2373,6 @@ void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL
static
HRESULT
d3dfmt_convert_surface
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
static
HRESULT
d3dfmt_convert_surface
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
,
UINT
outpitch
,
CONVERT_TYPES
convert
,
IWineD3DSurfaceImpl
*
This
)
UINT
height
,
UINT
outpitch
,
CONVERT_TYPES
convert
,
IWineD3DSurfaceImpl
*
This
)
{
{
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
const
BYTE
*
source
;
const
BYTE
*
source
;
BYTE
*
dest
;
BYTE
*
dest
;
TRACE
(
"(%p)->(%p),(%d,%d,%d,%d,%p)
\n
"
,
src
,
dst
,
pitch
,
height
,
outpitch
,
convert
,
This
);
TRACE
(
"(%p)->(%p),(%d,%d,%d,%d,%p)
\n
"
,
src
,
dst
,
pitch
,
height
,
outpitch
,
convert
,
This
);
...
@@ -2532,61 +2518,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
...
@@ -2532,61 +2518,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
}
}
break
;
break
;
case
CONVERT_L6V5U5
:
{
unsigned
int
x
,
y
;
const
WORD
*
Source
;
unsigned
char
*
Dest
;
if
(
gl_info
->
supported
[
NV_TEXTURE_SHADER
])
{
/* This makes the gl surface bigger(24 bit instead of 16), but it works with
* 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
*
outpitch
;
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
;
}
}
}
else
{
for
(
y
=
0
;
y
<
height
;
y
++
)
{
unsigned
short
*
Dest_s
=
(
unsigned
short
*
)
(
dst
+
y
*
outpitch
);
Source
=
(
const
WORD
*
)(
src
+
y
*
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
;
}
}
}
break
;
}
case
CONVERT_A4L4
:
case
CONVERT_A4L4
:
{
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
;
...
...
dlls/wined3d/utils.c
View file @
798ba56c
...
@@ -241,6 +241,66 @@ struct wined3d_format_texture_info
...
@@ -241,6 +241,66 @@ struct wined3d_format_texture_info
void
(
*
convert
)(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
);
void
(
*
convert
)(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
);
};
};
static
void
convert_r5g5_snorm_l6_unorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
)
{
unsigned
int
x
,
y
;
const
WORD
*
Source
;
for
(
y
=
0
;
y
<
height
;
y
++
)
{
unsigned
short
*
Dest_s
=
(
unsigned
short
*
)
(
dst
+
y
*
pitch
);
Source
=
(
const
WORD
*
)(
src
+
y
*
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
width
,
UINT
height
)
{
unsigned
int
x
,
y
;
const
WORD
*
Source
;
unsigned
char
*
Dest
;
UINT
outpitch
=
(
pitch
*
3
)
/
2
;
/* This makes the gl surface bigger(24 bit instead of 16), but it works with
* 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
*
outpitch
;
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
;
}
}
}
static
void
convert_r8g8_snorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
)
static
void
convert_r8g8_snorm
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
)
{
{
unsigned
int
x
,
y
;
unsigned
int
x
,
y
;
...
@@ -549,13 +609,13 @@ static const struct wined3d_format_texture_info format_texture_info[] =
...
@@ -549,13 +609,13 @@ static const struct wined3d_format_texture_info format_texture_info[] =
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
,
NV_TEXTURE_SHADER
,
NULL
},
NV_TEXTURE_SHADER
,
NULL
},
{
WINED3DFMT_R5G5_SNORM_L6_UNORM
,
GL_RGB5
,
GL_RGB5
,
0
,
{
WINED3DFMT_R5G5_SNORM_L6_UNORM
,
GL_RGB5
,
GL_RGB5
,
0
,
GL_RGB
,
GL_UNSIGNED_SHORT_5_6_5
,
0
,
GL_RGB
,
GL_UNSIGNED_SHORT_5_6_5
,
2
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
,
WINED3D_GL_EXT_NONE
,
NULL
},
WINED3D_GL_EXT_NONE
,
&
convert_r5g5_snorm_l6_unorm
},
{
WINED3DFMT_R5G5_SNORM_L6_UNORM
,
GL_DSDT8_MAG8_NV
,
GL_DSDT8_MAG8_NV
,
0
,
{
WINED3DFMT_R5G5_SNORM_L6_UNORM
,
GL_DSDT8_MAG8_NV
,
GL_DSDT8_MAG8_NV
,
0
,
GL_DSDT_MAG_NV
,
GL_BYTE
,
0
,
GL_DSDT_MAG_NV
,
GL_BYTE
,
3
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
,
NV_TEXTURE_SHADER
,
NULL
},
NV_TEXTURE_SHADER
,
&
convert_r5g5_snorm_l6_unorm_nv
},
{
WINED3DFMT_R8G8_SNORM_L8X8_UNORM
,
GL_RGB8
,
GL_RGB8
,
0
,
{
WINED3DFMT_R8G8_SNORM_L8X8_UNORM
,
GL_RGB8
,
GL_RGB8
,
0
,
GL_BGRA
,
GL_UNSIGNED_INT_8_8_8_8_REV
,
4
,
GL_BGRA
,
GL_UNSIGNED_INT_8_8_8_8_REV
,
4
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
,
...
...
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