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wine
wine-winehq
Commits
f2753d71
Commit
f2753d71
authored
Apr 20, 2008
by
Roderick Colenbrander
Committed by
Alexandre Julliard
Apr 21, 2008
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wined3d: Add palette re-upload support for cards with hardware palette support.
Before it was broken and when it worked it was slow due to unneeded gpu -> cpu -> gpu copying.
parent
ea993255
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1 changed file
with
39 additions
and
2 deletions
+39
-2
surface.c
dlls/wined3d/surface.c
+39
-2
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dlls/wined3d/surface.c
View file @
f2753d71
...
...
@@ -35,6 +35,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
HRESULT
d3dfmt_convert_surface
(
BYTE
*
src
,
BYTE
*
dst
,
UINT
pitch
,
UINT
width
,
UINT
height
,
UINT
outpitch
,
CONVERT_TYPES
convert
,
IWineD3DSurfaceImpl
*
surf
);
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
inline
void
clear_unused_channels
(
IWineD3DSurfaceImpl
*
This
);
static
void
surface_remove_pbo
(
IWineD3DSurfaceImpl
*
This
);
...
...
@@ -3638,6 +3639,42 @@ HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
if
(
This
->
resource
.
format
==
WINED3DFMT_P8
||
This
->
resource
.
format
==
WINED3DFMT_A8P8
)
{
int
bpp
;
GLenum
format
,
internal
,
type
;
CONVERT_TYPES
convert
;
/* Check if we are using a RTL mode which uses texturing for uploads */
BOOL
use_texture
=
(
wined3d_settings
.
rendertargetlock_mode
==
RTL_READTEX
||
wined3d_settings
.
rendertargetlock_mode
==
RTL_TEXTEX
);
/* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
d3dfmt_get_conv
(
This
,
TRUE
,
use_texture
,
&
format
,
&
internal
,
&
type
,
&
convert
,
&
bpp
,
This
->
srgb
);
if
((
This
->
resource
.
usage
&
WINED3DUSAGE_RENDERTARGET
)
&&
(
convert
==
NO_CONVERSION
))
{
ENTER_GL
();
if
(
This
->
glDescription
.
textureName
==
0
)
{
glGenTextures
(
1
,
&
This
->
glDescription
.
textureName
);
checkGLcall
(
"glGenTextures"
);
}
glBindTexture
(
This
->
glDescription
.
target
,
This
->
glDescription
.
textureName
);
checkGLcall
(
"glBindTexture(This->glDescription.target, This->glDescription.textureName)"
);
LEAVE_GL
();
/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
IWineD3DSurface_LoadLocation
(
iface
,
SFLAG_INTEXTURE
,
NULL
);
/* We want to force a palette refresh, so mark the drawable as not being up to date */
IWineD3DSurface_ModifyLocation
(
iface
,
SFLAG_INDRAWABLE
,
FALSE
);
/* Re-upload the palette */
d3dfmt_p8_upload_palette
(
iface
,
convert
);
/* Without this some palette updates are missed. This at least happens on Nvidia drivers but
* it works fine using Mesa. */
ENTER_GL
();
glFlush
();
LEAVE_GL
();
}
else
{
if
(
!
(
This
->
Flags
&
SFLAG_INSYSMEM
))
{
TRACE
(
"Palette changed with surface that does not have an up to date system memory copy
\n
"
);
IWineD3DSurface_LoadLocation
(
iface
,
SFLAG_INSYSMEM
,
NULL
);
...
...
@@ -3645,6 +3682,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
TRACE
(
"Dirtifying surface
\n
"
);
IWineD3DSurface_ModifyLocation
(
iface
,
SFLAG_INSYSMEM
,
TRUE
);
}
}
if
(
This
->
Flags
&
SFLAG_DIBSECTION
)
{
TRACE
(
"(%p): Updating the hdc's palette
\n
"
,
This
);
...
...
@@ -3657,8 +3695,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
SetDIBColorTable
(
This
->
hDC
,
0
,
256
,
col
);
}
/* Propagate the changes to the drawable when we have a palette.
* TODO: in case of hardware p8 palettes we should only upload the palette. */
/* Propagate the changes to the drawable when we have a palette. */
if
(
This
->
resource
.
usage
&
WINED3DUSAGE_RENDERTARGET
)
IWineD3DSurface_LoadLocation
(
iface
,
SFLAG_INDRAWABLE
,
NULL
);
...
...
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