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wine
wine-winehq
Commits
85fd3130
Commit
85fd3130
authored
Mar 25, 2008
by
Alexander Dorofeyev
Committed by
Alexandre Julliard
Mar 25, 2008
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wined3d: Don't use device palettes in read_from_framebuffer.
parent
7a012df6
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1 changed file
with
7 additions
and
3 deletions
+7
-3
surface.c
dlls/wined3d/surface.c
+7
-3
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dlls/wined3d/surface.c
View file @
85fd3130
...
...
@@ -789,19 +789,24 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
}
}
LEAVE_GL
();
/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
* the same color but we have no choice.
* In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
*/
if
((
This
->
resource
.
format
==
WINED3DFMT_P8
)
&&
!
primary_render_target_is_p8
(
myDevice
))
{
PALETTEENTRY
*
pal
;
PALETTEENTRY
*
pal
=
NULL
;
DWORD
width
=
pitch
/
3
;
int
x
,
y
,
c
;
if
(
This
->
palette
)
{
pal
=
This
->
palette
->
palents
;
}
else
{
pal
=
This
->
resource
.
wineD3DDevice
->
palettes
[
This
->
resource
.
wineD3DDevice
->
currentPalette
];
ERR
(
"Palette is missing, cannot perform inverse palette lookup
\n
"
);
HeapFree
(
GetProcessHeap
(),
0
,
mem
);
return
;
}
for
(
y
=
local_rect
.
top
;
y
<
local_rect
.
bottom
;
y
++
)
{
...
...
@@ -824,7 +829,6 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
}
HeapFree
(
GetProcessHeap
(),
0
,
mem
);
}
LEAVE_GL
();
}
/* Read the framebuffer contents into a texture */
...
...
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