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wined3d: Remove entries without an internal format from the GL formats template.
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@ -182,9 +182,6 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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/* WINED3DFORMAT internal srgbInternal rtInternal
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format type
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flags */
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{WINED3DFMT_UNKNOWN, 0, 0, 0,
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0, 0,
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0},
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/* FourCC formats */
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/* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
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* is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
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@ -216,15 +213,6 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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{WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
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GL_RGBA, GL_UNSIGNED_BYTE,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_MULTI2_ARGB8, 0, 0, 0,
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0, 0,
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0},
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{WINED3DFMT_G8R8_G8B8, 0, 0, 0,
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0, 0,
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0},
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{WINED3DFMT_R8G8_B8G8, 0, 0, 0,
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0, 0,
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0},
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/* IEEE formats */
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{WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
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GL_RED, GL_FLOAT,
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@ -235,10 +223,6 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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{WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
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GL_RGBA, GL_FLOAT,
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WINED3DFMT_FLAG_RENDERTARGET},
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/* Hmm? */
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{WINED3DFMT_CxV8U8, 0, 0, 0,
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0, 0,
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0},
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/* Float */
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{WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
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GL_RED, GL_HALF_FLOAT_ARB,
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@ -250,9 +234,6 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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GL_RGBA, GL_HALF_FLOAT_ARB,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET},
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/* Palettized formats */
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{WINED3DFMT_A8P8, 0, 0, 0,
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0, 0,
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0},
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{WINED3DFMT_P8, GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX8_EXT, 0,
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GL_COLOR_INDEX, GL_UNSIGNED_BYTE,
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0},
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@ -284,9 +265,6 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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{WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
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GL_ALPHA, GL_UNSIGNED_BYTE,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING},
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{WINED3DFMT_A8R3G3B2, 0, 0, 0,
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0, 0,
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0},
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{WINED3DFMT_X4R4G4B4, GL_RGB4, GL_RGB4, 0,
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GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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@ -334,12 +312,6 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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{WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
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GL_HILO_NV, GL_SHORT,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
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{WINED3DFMT_W11V11U10, 0, 0, 0,
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0, 0,
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0},
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{WINED3DFMT_A2W10V10U10, 0, 0, 0,
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0, 0,
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0},
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/* Depth stencil formats */
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{WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
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@ -371,29 +343,9 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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{WINED3DFMT_D24FS8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
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GL_DEPTH_COMPONENT, GL_FLOAT,
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WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
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/* Is this a vertex buffer? */
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{WINED3DFMT_VERTEXDATA, 0, 0, 0,
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0, 0,
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0},
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{WINED3DFMT_R16_UINT, 0, 0, 0,
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0, 0,
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0},
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{WINED3DFMT_R32_UINT, 0, 0, 0,
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0, 0,
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0},
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{WINED3DFMT_R16G16B16A16_SNORM, GL_COLOR_INDEX, GL_COLOR_INDEX, 0,
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GL_COLOR_INDEX, GL_UNSIGNED_SHORT,
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0},
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/* Vendor-specific formats */
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{WINED3DFMT_ATI2N, 0, 0, 0,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
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0},
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{WINED3DFMT_NVHU, 0, 0, 0,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
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0},
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{WINED3DFMT_NVHS, 0, 0, 0,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
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0}
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};
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static inline int getFmtIdx(WINED3DFORMAT fmt) {
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@ -616,6 +568,8 @@ static void apply_format_fixups(WineD3D_GL_Info *gl_info)
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idx = getFmtIdx(WINED3DFMT_ATI2N);
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gl_info->gl_formats[idx].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
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gl_info->gl_formats[idx].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
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gl_info->gl_formats[idx].glFormat = GL_LUMINANCE_ALPHA;
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gl_info->gl_formats[idx].glType = GL_UNSIGNED_BYTE;
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gl_info->gl_formats[idx].color_fixup = create_color_fixup_desc(
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0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
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}
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@ -624,6 +578,8 @@ static void apply_format_fixups(WineD3D_GL_Info *gl_info)
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idx = getFmtIdx(WINED3DFMT_ATI2N);
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gl_info->gl_formats[idx].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
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gl_info->gl_formats[idx].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
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gl_info->gl_formats[idx].glFormat = GL_LUMINANCE_ALPHA;
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gl_info->gl_formats[idx].glType = GL_UNSIGNED_BYTE;
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gl_info->gl_formats[idx].color_fixup= create_color_fixup_desc(
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0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
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}
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