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wine
wine-winehq
Commits
f0a816e8
Commit
f0a816e8
authored
Nov 25, 2008
by
Henri Verbeet
Committed by
Alexandre Julliard
Nov 25, 2008
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wined3d: Slightly reduce the scope of fragment_palette_conversion.
parent
49b55f67
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1 changed file
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13 additions
and
9 deletions
+13
-9
surface.c
dlls/wined3d/surface.c
+13
-9
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dlls/wined3d/surface.c
View file @
f0a816e8
...
...
@@ -2178,15 +2178,6 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
}
}
const
char
*
fragment_palette_conversion
=
"!!ARBfp1.0
\n
"
"TEMP index;
\n
"
"PARAM constants = { 0.996, 0.00195, 0, 0 };
\n
"
/* { 255/256, 0.5/255*255/256, 0, 0 } */
"TEX index, fragment.texcoord[0], texture[0], 2D;
\n
"
/* The alpha-component contains the palette index */
"MAD index.a, index.a, constants.x, constants.y;
\n
"
/* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
"TEX result.color, index.a, texture[1], 1D;
\n
"
/* use the alpha-component as a index in the palette to get the final color */
"END"
;
/* 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.
...
...
@@ -2213,6 +2204,19 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
/* Create the fragment program if we don't have it */
if
(
!
device
->
paletteConversionShader
)
{
const
char
*
fragment_palette_conversion
=
"!!ARBfp1.0
\n
"
"TEMP index;
\n
"
/* { 255/256, 0.5/255*255/256, 0, 0 } */
"PARAM constants = { 0.996, 0.00195, 0, 0 };
\n
"
/* The alpha-component contains the palette index */
"TEX index, fragment.texcoord[0], texture[0], 2D;
\n
"
/* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
"MAD index.a, index.a, constants.x, constants.y;
\n
"
/* Use the alpha-component as an index in the palette to get the final color */
"TEX result.color, index.a, texture[1], 1D;
\n
"
"END"
;
glEnable
(
GL_FRAGMENT_PROGRAM_ARB
);
GL_EXTCALL
(
glGenProgramsARB
(
1
,
&
device
->
paletteConversionShader
));
GL_EXTCALL
(
glBindProgramARB
(
GL_FRAGMENT_PROGRAM_ARB
,
device
->
paletteConversionShader
));
...
...
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