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wine
wine-winehq
Commits
bf9cc30a
Commit
bf9cc30a
authored
Sep 24, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Sep 25, 2007
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Plain Diff
wined3d: Put V8U8 back into the UNKNOWN format group.
parent
06547f12
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2 changed files
with
30 additions
and
10 deletions
+30
-10
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+6
-1
utils.c
dlls/wined3d/utils.c
+24
-9
No files found.
dlls/wined3d/arb_program_shader.c
View file @
bf9cc30a
...
...
@@ -598,10 +598,15 @@ static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
case
WINED3DFMT_V16U16
:
if
(
GL_SUPPORT
(
NV_TEXTURE_SHADER
)
||
(
GL_SUPPORT
(
ATI_ENVMAP_BUMPMAP
)
&&
fmt
==
WINED3DFMT_V8U8
))
{
/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
#if 0
/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
* disabled until an application that needs it is found because it causes unneeded
* shader recompilation in some game
*/
if(strlen(writemask) >= 4) {
shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
}
#endif
}
else
{
/* Correct the sign, but leave the blue as it is - it was loaded correctly already
* ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
...
...
dlls/wined3d/utils.c
View file @
bf9cc30a
...
...
@@ -230,18 +230,33 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_UNKNOWN
;
}
/* V8U8 and V16U16 are always tidied up in the pixel shader - blue is set to 1.0.
* They can't be switched with other formats, but they can be switched with each other,
* except if GL_ATI_envmap_bumpmap is supported. In this case, V8U8 uses the gl native format,
* but V16U16 is converted.
/* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
* V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
* their extensions are not available.
*
* In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
* returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
* an application that needs this because it causes performance problems due to
* shader recompiling in some games.
*/
dst
=
getFmtIdx
(
WINED3DFMT_V8U8
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V8U8
;
dst
=
getFmtIdx
(
WINED3DFMT_V16U16
);
if
(
!
GL_SUPPORT
(
ATI_ENVMAP_BUMPMAP
))
{
if
(
!
GL_SUPPORT
(
ATI_ENVMAP_BUMPMAP
)
&&
!
GL_SUPPORT
(
NV_TEXTURE_SHADER2
))
{
/* signed -> unsigned fixup */
dst
=
getFmtIdx
(
WINED3DFMT_V8U8
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V8U8
;
}
else
{
dst
=
getFmtIdx
(
WINED3DFMT_V16U16
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V8U8
;
}
else
if
(
GL_SUPPORT
(
ATI_ENVMAP_BUMPMAP
))
{
/* signed -> unsigned fixup */
dst
=
getFmtIdx
(
WINED3DFMT_V16U16
);
gl_info
->
gl_formats
[
dst
].
conversion_group
=
WINED3DFMT_V16U16
;
}
else
{
/* Blue = 1.0 fixup, disabled for now */
#if 0
dst = getFmtIdx(WINED3DFMT_V8U8);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
#endif
}
if
(
!
GL_SUPPORT
(
NV_TEXTURE_SHADER
))
{
...
...
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