From 3e099d014750fa5fc2a10c6aa4bf23ddc80a1fc6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Wed, 25 Feb 2009 21:20:39 +0100 Subject: [PATCH] wined3d: Advertise post pixelshader blending for a few more formats. Windows advertises it on all these formats(Nvidia Geforce 7400), and Trackmania Nations needs it on D3DFMT_Q8W8V8U8 to accept ps_3_0 support. --- dlls/wined3d/utils.c | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 048be9e11f..02f525519d 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -203,19 +203,19 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = { WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0, GL_RGBA, GL_UNSIGNED_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0}, @@ -311,29 +311,29 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = { /* Luminance */ {WINED3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_A4L4, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0}, /* Bump mapping stuff */ {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0, GL_DSDT_NV, GL_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_L6V5U5, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0, GL_DSDT_MAG_NV, GL_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_X8L8V8U8, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0, GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0, GL_RGBA, GL_BYTE, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0, GL_HILO_NV, GL_SHORT, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_W11V11U10, 0, 0, 0, 0, 0, 0}, @@ -352,19 +352,19 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = { WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL}, {WINED3DFMT_D24S8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, - WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL}, {WINED3DFMT_D24X8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, - WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH}, {WINED3DFMT_D24X4S4, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL}, {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, - WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH}, {WINED3DFMT_L16, GL_LUMINANCE16_EXT, GL_LUMINANCE16_EXT, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, - WINED3DFMT_FLAG_FILTERING}, + WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING}, {WINED3DFMT_D32F_LOCKABLE, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0, GL_DEPTH_COMPONENT, GL_FLOAT, WINED3DFMT_FLAG_DEPTH},