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wine
wine-winehq
Commits
85107d81
Commit
85107d81
authored
May 25, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
May 25, 2009
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Plain Diff
wined3d: Remove some unnecessary forward declarations.
parent
a1465ba4
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Showing
1 changed file
with
80 additions
and
63 deletions
+80
-63
surface.c
dlls/wined3d/surface.c
+80
-63
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dlls/wined3d/surface.c
View file @
85107d81
...
...
@@ -34,10 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
WINE_DECLARE_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
static
void
d3dfmt_p8_init_palette
(
IWineD3DSurfaceImpl
*
This
,
BYTE
table
[
256
][
4
],
BOOL
colorkey
);
static
void
d3dfmt_p8_upload_palette
(
IWineD3DSurface
*
iface
,
CONVERT_TYPES
convert
);
static
void
surface_remove_pbo
(
IWineD3DSurfaceImpl
*
This
);
static
void
surface_force_reload
(
IWineD3DSurface
*
iface
)
{
IWineD3DSurfaceImpl
*
This
=
(
IWineD3DSurfaceImpl
*
)
iface
;
...
...
@@ -1819,6 +1815,86 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
return
WINED3D_OK
;
}
static
void
d3dfmt_p8_init_palette
(
IWineD3DSurfaceImpl
*
This
,
BYTE
table
[
256
][
4
],
BOOL
colorkey
)
{
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
IWineD3DPaletteImpl
*
pal
=
This
->
palette
;
BOOL
index_in_alpha
=
FALSE
;
unsigned
int
i
;
/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
* Reading back the RGB output each lockrect (each frame as they lock the whole screen)
* is slow. Further RGB->P8 conversion is not possible because palettes can have
* duplicate entries. Store the color key in the unused alpha component to speed the
* download up and to make conversion unneeded. */
index_in_alpha
=
primary_render_target_is_p8
(
device
);
if
(
!
pal
)
{
UINT
dxVersion
=
((
IWineD3DImpl
*
)
device
->
wineD3D
)
->
dxVersion
;
/* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
if
(
dxVersion
<=
7
)
{
ERR
(
"This code should never get entered for DirectDraw!, expect problems
\n
"
);
if
(
index_in_alpha
)
{
/* 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
{
/* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
* alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
* capability flag is present (wine does advertise this capability) */
for
(
i
=
0
;
i
<
256
;
++
i
)
{
table
[
i
][
0
]
=
device
->
palettes
[
device
->
currentPalette
][
i
].
peRed
;
table
[
i
][
1
]
=
device
->
palettes
[
device
->
currentPalette
][
i
].
peGreen
;
table
[
i
][
2
]
=
device
->
palettes
[
device
->
currentPalette
][
i
].
peBlue
;
table
[
i
][
3
]
=
device
->
palettes
[
device
->
currentPalette
][
i
].
peFlags
;
}
}
}
else
{
TRACE
(
"Using surface palette %p
\n
"
,
pal
);
/* Get the surface's palette */
for
(
i
=
0
;
i
<
256
;
++
i
)
{
table
[
i
][
0
]
=
pal
->
palents
[
i
].
peRed
;
table
[
i
][
1
]
=
pal
->
palents
[
i
].
peGreen
;
table
[
i
][
2
]
=
pal
->
palents
[
i
].
peBlue
;
/* When index_in_alpha is set 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 BltOverride using a
* GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha 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. */
if
(
index_in_alpha
)
{
table
[
i
][
3
]
=
i
;
}
else
if
(
colorkey
&&
(
i
>=
This
->
SrcBltCKey
.
dwColorSpaceLowValue
)
&&
(
i
<=
This
->
SrcBltCKey
.
dwColorSpaceHighValue
))
{
table
[
i
][
3
]
=
0x00
;
}
else
if
(
pal
->
Flags
&
WINEDDPCAPS_ALPHA
)
{
table
[
i
][
3
]
=
pal
->
palents
[
i
].
peFlags
;
}
else
{
table
[
i
][
3
]
=
0xFF
;
}
}
}
}
static
HRESULT
d3dfmt_convert_surface
(
const
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
,
UINT
outpitch
,
CONVERT_TYPES
convert
,
IWineD3DSurfaceImpl
*
This
)
{
...
...
@@ -2190,65 +2266,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
return
WINED3D_OK
;
}
static
void
d3dfmt_p8_init_palette
(
IWineD3DSurfaceImpl
*
This
,
BYTE
table
[
256
][
4
],
BOOL
colorkey
)
{
IWineD3DPaletteImpl
*
pal
=
This
->
palette
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
BOOL
index_in_alpha
=
FALSE
;
int
dxVersion
=
(
(
IWineD3DImpl
*
)
device
->
wineD3D
)
->
dxVersion
;
unsigned
int
i
;
/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
* Reading back the RGB output each lockrect (each frame as they lock the whole screen)
* is slow. Further RGB->P8 conversion is not possible because palettes can have
* duplicate entries. Store the color key in the unused alpha component to speed the
* download up and to make conversion unneeded. */
index_in_alpha
=
primary_render_target_is_p8
(
device
);
if
(
pal
==
NULL
)
{
/* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
if
(
dxVersion
<=
7
)
{
ERR
(
"This code should never get entered for DirectDraw!, expect problems
\n
"
);
if
(
index_in_alpha
)
{
/* 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
{
/* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
capability flag is present (wine does advertise this capability) */
for
(
i
=
0
;
i
<
256
;
i
++
)
{
table
[
i
][
0
]
=
device
->
palettes
[
device
->
currentPalette
][
i
].
peRed
;
table
[
i
][
1
]
=
device
->
palettes
[
device
->
currentPalette
][
i
].
peGreen
;
table
[
i
][
2
]
=
device
->
palettes
[
device
->
currentPalette
][
i
].
peBlue
;
table
[
i
][
3
]
=
device
->
palettes
[
device
->
currentPalette
][
i
].
peFlags
;
}
}
}
else
{
TRACE
(
"Using surface palette %p
\n
"
,
pal
);
/* Get the surface's palette */
for
(
i
=
0
;
i
<
256
;
i
++
)
{
table
[
i
][
0
]
=
pal
->
palents
[
i
].
peRed
;
table
[
i
][
1
]
=
pal
->
palents
[
i
].
peGreen
;
table
[
i
][
2
]
=
pal
->
palents
[
i
].
peBlue
;
/* When index_in_alpha is 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 BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
In case of index_in_alpha 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. */
if
(
index_in_alpha
)
{
table
[
i
][
3
]
=
i
;
}
else
if
(
colorkey
&&
(
i
>=
This
->
SrcBltCKey
.
dwColorSpaceLowValue
)
&&
(
i
<=
This
->
SrcBltCKey
.
dwColorSpaceHighValue
))
{
table
[
i
][
3
]
=
0x00
;
}
else
if
(
pal
->
Flags
&
WINEDDPCAPS_ALPHA
)
{
table
[
i
][
3
]
=
pal
->
palents
[
i
].
peFlags
;
}
else
{
table
[
i
][
3
]
=
0xFF
;
}
}
}
}
/* 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.
...
...
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