Commit d4db09d0 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Support WINED3DFMT_R5G5_SNORM_L6_UNORM with EXT_texture_snorm.

From: Stefan Dösinger <stefandoesinger@gmx.at>
parent 6df52ca7
......@@ -322,6 +322,45 @@ static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row
}
}
static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
unsigned int x, y, z;
unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
const unsigned short *texel_in;
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
{
texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
for (x = 0; x < width; x++ )
{
l_in = (*texel_in & 0xfc00) >> 10;
g_in = (*texel_in & 0x03e0) >> 5;
r_in = *texel_in & 0x001f;
r_out = r_in << 3;
if (!(r_in & 0x10)) /* r > 0 */
r_out |= r_in >> 1;
g_out = g_in << 3;
if (!(g_in & 0x10)) /* g > 0 */
g_out |= g_in >> 1;
texel_out[0] = r_out;
texel_out[1] = g_out;
texel_out[2] = l_in << 1 | l_in >> 5;
texel_out[3] = 0;
texel_out += 4;
texel_in++;
}
}
}
}
static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
......@@ -331,8 +370,12 @@ static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_
/* 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
*/
* loaded.
*
* The difference between this function and convert_r5g5_snorm_l6_unorm_ext
* is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
* this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
* internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
for (z = 0; z < depth; z++)
{
for (y = 0; y < height; y++)
......@@ -1080,6 +1123,11 @@ static const struct wined3d_format_texture_info format_texture_info[] =
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
GL_RGBA, GL_BYTE, 4,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_BUMPMAP,
EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
......@@ -2020,25 +2068,17 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
idx = getFmtIdx(WINED3DFMT_R8G8B8A8_SNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
}
if (!gl_info->supported[NV_TEXTURE_SHADER])
{
/* If GL_NV_texture_shader is not supported, R5G5_SNORM_L6_UNORM and R8G8_SNORM_L8X8_UNORM
* are converted, incompatiby with each other. */
idx = getFmtIdx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
idx = getFmtIdx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
gl_info->formats[idx].color_fixup = create_color_fixup_desc(
1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
}
else
{
/* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
* are converted at surface loading time, but they do not need any modification in
* the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats. */
}
if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
{
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment