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https://github.com/reactos/wine.git
synced 2024-12-11 05:14:25 +00:00
wined3d: Make format conversion functions work on volumes.
This commit is contained in:
parent
bb172d2a38
commit
5e89689bcd
@ -5524,7 +5524,8 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
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context_release(context);
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return E_OUTOFMEMORY;
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}
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format.convert(surface->resource.allocatedMemory, mem, src_pitch, dst_pitch, width, height);
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format.convert(surface->resource.allocatedMemory, mem, src_pitch, src_pitch * height,
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dst_pitch, dst_pitch * height, width, height, 1);
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format.byte_count = format.conv_byte_count;
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src_pitch = dst_pitch;
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}
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@ -253,61 +253,70 @@ struct wined3d_format_texture_info
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unsigned int conv_byte_count;
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unsigned int flags;
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enum wined3d_gl_extension extension;
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void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT dst_pitch, UINT width, UINT height);
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void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
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};
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static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT pitch,
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UINT dst_pitch, UINT width, UINT height)
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static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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/* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
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* format+type combination to load it. Thus convert it to A8L8, then load it
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* with A4L4 internal, but A8L8 format+type
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*/
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unsigned int x, y;
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unsigned int x, y, z;
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const unsigned char *Source;
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unsigned char *Dest;
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for(y = 0; y < height; y++) {
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Source = src + y * pitch;
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Dest = dst + y * dst_pitch;
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for (x = 0; x < width; x++ ) {
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unsigned char color = (*Source++);
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/* A */ Dest[1] = (color & 0xf0) << 0;
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/* L */ Dest[0] = (color & 0x0f) << 4;
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Dest += 2;
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for (z = 0; z < depth; z++)
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{
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for (y = 0; y < height; y++)
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{
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Source = src + z * src_slice_pitch + y * src_row_pitch;
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Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
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for (x = 0; x < width; x++ )
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{
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unsigned char color = (*Source++);
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/* A */ Dest[1] = (color & 0xf0) << 0;
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/* L */ Dest[0] = (color & 0x0f) << 4;
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Dest += 2;
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}
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}
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}
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}
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static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch,
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UINT dst_pitch, UINT width, UINT height)
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static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y;
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unsigned int x, y, z;
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const WORD *Source;
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for(y = 0; y < height; y++)
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for (z = 0; z < depth; z++)
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{
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unsigned short *Dest_s = (unsigned short *) (dst + y * dst_pitch);
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Source = (const WORD *)(src + y * pitch);
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for (x = 0; x < width; x++ )
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for (y = 0; y < height; y++)
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{
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short color = (*Source++);
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unsigned char l = ((color >> 10) & 0xfc);
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short v = ((color >> 5) & 0x3e);
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short u = ((color ) & 0x1f);
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short v_conv = v + 16;
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short u_conv = u + 16;
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unsigned short *Dest_s = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
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Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
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for (x = 0; x < width; x++ )
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{
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short color = (*Source++);
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unsigned char l = ((color >> 10) & 0xfc);
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short v = ((color >> 5) & 0x3e);
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short u = ((color ) & 0x1f);
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short v_conv = v + 16;
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short u_conv = u + 16;
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*Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
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Dest_s += 1;
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*Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
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Dest_s += 1;
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}
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}
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}
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}
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static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch,
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UINT dst_pitch, UINT width, UINT height)
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static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y;
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unsigned int x, y, z;
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const WORD *Source;
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unsigned char *Dest;
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@ -315,57 +324,65 @@ static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitc
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* fixed function and shaders without further conversion once the surface is
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* loaded
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*/
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for(y = 0; y < height; y++) {
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Source = (const WORD *)(src + y * pitch);
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Dest = dst + y * dst_pitch;
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for (x = 0; x < width; x++ ) {
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short color = (*Source++);
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unsigned char l = ((color >> 10) & 0xfc);
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char v = ((color >> 5) & 0x3e);
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char u = ((color ) & 0x1f);
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for (z = 0; z < depth; z++)
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{
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for (y = 0; y < height; y++)
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{
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Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
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Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
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for (x = 0; x < width; x++ )
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{
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short color = (*Source++);
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unsigned char l = ((color >> 10) & 0xfc);
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char v = ((color >> 5) & 0x3e);
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char u = ((color ) & 0x1f);
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/* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
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* and doubles the positive range. Thus shift left only once, gl does the 2nd
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* shift. GL reads a signed value and converts it into an unsigned value.
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*/
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/* M */ Dest[2] = l << 1;
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/* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
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* and doubles the positive range. Thus shift left only once, gl does the 2nd
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* shift. GL reads a signed value and converts it into an unsigned value.
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*/
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/* M */ Dest[2] = l << 1;
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/* Those are read as signed, but kept signed. Just left-shift 3 times to scale
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* from 5 bit values to 8 bit values.
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*/
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/* V */ Dest[1] = v << 3;
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/* U */ Dest[0] = u << 3;
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Dest += 3;
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/* Those are read as signed, but kept signed. Just left-shift 3 times to scale
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* from 5 bit values to 8 bit values.
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*/
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/* V */ Dest[1] = v << 3;
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/* U */ Dest[0] = u << 3;
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Dest += 3;
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}
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}
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}
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}
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static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch,
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UINT dst_pitch, UINT width, UINT height)
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static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y;
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unsigned int x, y, z;
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const short *Source;
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unsigned char *Dest;
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for(y = 0; y < height; y++)
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for (z = 0; z < depth; z++)
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{
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Source = (const short *)(src + y * pitch);
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Dest = dst + y * dst_pitch;
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for (x = 0; x < width; x++ )
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for (y = 0; y < height; y++)
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{
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const short color = (*Source++);
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/* B */ Dest[0] = 0xff;
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/* G */ Dest[1] = (color >> 8) + 128; /* V */
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/* R */ Dest[2] = (color & 0xff) + 128; /* U */
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Dest += 3;
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Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
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Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
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for (x = 0; x < width; x++ )
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{
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const short color = (*Source++);
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/* B */ Dest[0] = 0xff;
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/* G */ Dest[1] = (color >> 8) + 128; /* V */
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/* R */ Dest[2] = (color & 0xff) + 128; /* U */
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Dest += 3;
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}
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}
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}
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}
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static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch,
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UINT dst_pitch, UINT width, UINT height)
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static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y;
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unsigned int x, y, z;
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const DWORD *Source;
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unsigned char *Dest;
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@ -373,196 +390,222 @@ static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT pitch
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* shaders if the shader is adjusted. (There's no use for this format in gl's
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* standard fixed function pipeline anyway).
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*/
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for(y = 0; y < height; y++)
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for (z = 0; z < depth; z++)
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{
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Source = (const DWORD *)(src + y * pitch);
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Dest = dst + y * dst_pitch;
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for (x = 0; x < width; x++ )
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for (y = 0; y < height; y++)
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{
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LONG color = (*Source++);
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/* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
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/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
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/* R */ Dest[2] = (color & 0xff) + 128; /* U */
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Dest += 4;
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Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
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Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
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for (x = 0; x < width; x++ )
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{
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LONG color = (*Source++);
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/* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
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/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
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/* R */ Dest[2] = (color & 0xff) + 128; /* U */
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Dest += 4;
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}
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}
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}
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}
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static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch,
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UINT dst_pitch, UINT width, UINT height)
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static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y;
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unsigned int x, y, z;
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const DWORD *Source;
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unsigned char *Dest;
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/* This implementation works with the fixed function pipeline and shaders
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* without further modification after converting the surface.
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*/
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for(y = 0; y < height; y++)
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for (z = 0; z < depth; z++)
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{
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Source = (const DWORD *)(src + y * pitch);
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Dest = dst + y * dst_pitch;
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for (x = 0; x < width; x++ )
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for (y = 0; y < height; y++)
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{
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LONG color = (*Source++);
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/* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
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/* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
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/* U */ Dest[0] = (color & 0xff); /* U */
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/* I */ Dest[3] = 255; /* X */
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Dest += 4;
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Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
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Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
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for (x = 0; x < width; x++ )
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{
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LONG color = (*Source++);
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/* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
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/* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
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/* U */ Dest[0] = (color & 0xff); /* U */
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/* I */ Dest[3] = 255; /* X */
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Dest += 4;
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}
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}
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}
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}
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static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT pitch,
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UINT dst_pitch, UINT width, UINT height)
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static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y;
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unsigned int x, y, z;
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const DWORD *Source;
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unsigned char *Dest;
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for(y = 0; y < height; y++)
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for (z = 0; z < depth; z++)
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{
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Source = (const DWORD *)(src + y * pitch);
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Dest = dst + y * dst_pitch;
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for (x = 0; x < width; x++ )
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for (y = 0; y < height; y++)
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{
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LONG color = (*Source++);
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/* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
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/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
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/* R */ Dest[2] = (color & 0xff) + 128; /* U */
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/* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
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Dest += 4;
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Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
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Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
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for (x = 0; x < width; x++ )
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{
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LONG color = (*Source++);
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/* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
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/* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
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/* R */ Dest[2] = (color & 0xff) + 128; /* U */
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/* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
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Dest += 4;
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}
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}
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}
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}
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static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch,
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UINT dst_pitch, UINT width, UINT height)
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static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y;
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unsigned int x, y, z;
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const DWORD *Source;
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unsigned short *Dest;
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for(y = 0; y < height; y++)
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for (z = 0; z < depth; z++)
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{
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Source = (const DWORD *)(src + y * pitch);
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Dest = (unsigned short *) (dst + y * dst_pitch);
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for (x = 0; x < width; x++ )
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for (y = 0; y < height; y++)
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{
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const DWORD color = (*Source++);
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/* B */ Dest[0] = 0xffff;
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/* G */ Dest[1] = (color >> 16) + 32768; /* V */
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/* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
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Dest += 3;
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Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
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Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
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for (x = 0; x < width; x++ )
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{
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const DWORD color = (*Source++);
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/* B */ Dest[0] = 0xffff;
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/* G */ Dest[1] = (color >> 16) + 32768; /* V */
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/* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
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Dest += 3;
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}
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}
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}
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}
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static void convert_r16g16(const BYTE *src, BYTE *dst, UINT pitch,
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UINT dst_pitch, UINT width, UINT height)
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static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
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UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
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{
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unsigned int x, y;
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unsigned int x, y, z;
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const WORD *Source;
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WORD *Dest;
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for(y = 0; y < height; y++)
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for (z = 0; z < depth; z++)
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{
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Source = (const WORD *)(src + y * pitch);
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Dest = (WORD *) (dst + y * dst_pitch);
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for (x = 0; x < width; x++ )
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for (y = 0; y < height; y++)
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{
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WORD green = (*Source++);
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WORD red = (*Source++);
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Dest[0] = green;
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Dest[1] = red;
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/* Strictly speaking not correct for R16G16F, but it doesn't matter because the
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* shader overwrites it anyway
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*/
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Dest[2] = 0xffff;
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Dest += 3;
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Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
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Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
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for (x = 0; x < width; x++ )
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{
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WORD green = (*Source++);
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WORD red = (*Source++);
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Dest[0] = green;
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Dest[1] = red;
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/* Strictly speaking not correct for R16G16F, but it doesn't matter because the
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* shader overwrites it anyway */
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Dest[2] = 0xffff;
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Dest += 3;
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}
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}
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}
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}
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static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT pitch,
|
||||
UINT dst_pitch, UINT width, UINT height)
|
||||
static void convert_r32g32_float(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;
|
||||
unsigned int x, y, z;
|
||||
const float *Source;
|
||||
float *Dest;
|
||||
|
||||
for(y = 0; y < height; y++)
|
||||
for (z = 0; z < depth; z++)
|
||||
{
|
||||
Source = (const float *)(src + y * pitch);
|
||||
Dest = (float *) (dst + y * dst_pitch);
|
||||
for (x = 0; x < width; x++ )
|
||||
for (y = 0; y < height; y++)
|
||||
{
|
||||
float green = (*Source++);
|
||||
float red = (*Source++);
|
||||
Dest[0] = green;
|
||||
Dest[1] = red;
|
||||
Dest[2] = 1.0f;
|
||||
Dest += 3;
|
||||
Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
|
||||
Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
|
||||
for (x = 0; x < width; x++ )
|
||||
{
|
||||
float green = (*Source++);
|
||||
float red = (*Source++);
|
||||
Dest[0] = green;
|
||||
Dest[1] = red;
|
||||
Dest[2] = 1.0f;
|
||||
Dest += 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT pitch,
|
||||
UINT dst_pitch, UINT width, UINT height)
|
||||
static void convert_s1_uint_d15_unorm(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;
|
||||
unsigned int x, y, z;
|
||||
|
||||
for (y = 0; y < height; ++y)
|
||||
for (z = 0; z < depth; z++)
|
||||
{
|
||||
const WORD *source = (const WORD *)(src + y * pitch);
|
||||
DWORD *dest = (DWORD *)(dst + y * dst_pitch);
|
||||
|
||||
for (x = 0; x < width; ++x)
|
||||
for (y = 0; y < height; ++y)
|
||||
{
|
||||
/* The depth data is normalized, so needs to be scaled,
|
||||
* the stencil data isn't. Scale depth data by
|
||||
* (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
|
||||
WORD d15 = source[x] >> 1;
|
||||
DWORD d24 = (d15 << 9) + (d15 >> 6);
|
||||
dest[x] = (d24 << 8) | (source[x] & 0x1);
|
||||
const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
|
||||
DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
|
||||
|
||||
for (x = 0; x < width; ++x)
|
||||
{
|
||||
/* The depth data is normalized, so needs to be scaled,
|
||||
* the stencil data isn't. Scale depth data by
|
||||
* (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
|
||||
WORD d15 = source[x] >> 1;
|
||||
DWORD d24 = (d15 << 9) + (d15 >> 6);
|
||||
dest[x] = (d24 << 8) | (source[x] & 0x1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch,
|
||||
UINT dst_pitch, UINT width, UINT height)
|
||||
static void convert_s4x4_uint_d24_unorm(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;
|
||||
unsigned int x, y, z;
|
||||
|
||||
for (y = 0; y < height; ++y)
|
||||
for (z = 0; z < depth; z++)
|
||||
{
|
||||
const DWORD *source = (const DWORD *)(src + y * pitch);
|
||||
DWORD *dest = (DWORD *)(dst + y * dst_pitch);
|
||||
|
||||
for (x = 0; x < width; ++x)
|
||||
for (y = 0; y < height; ++y)
|
||||
{
|
||||
/* Just need to clear out the X4 part. */
|
||||
dest[x] = source[x] & ~0xf0;
|
||||
const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
|
||||
DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
|
||||
|
||||
for (x = 0; x < width; ++x)
|
||||
{
|
||||
/* Just need to clear out the X4 part. */
|
||||
dest[x] = source[x] & ~0xf0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT pitch,
|
||||
UINT dst_pitch, UINT width, UINT height)
|
||||
static void convert_s8_uint_d24_float(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;
|
||||
unsigned int x, y, z;
|
||||
|
||||
for (y = 0; y < height; ++y)
|
||||
for (z = 0; z < depth; z++)
|
||||
{
|
||||
const DWORD *source = (const DWORD *)(src + y * pitch);
|
||||
float *dest_f = (float *)(dst + y * dst_pitch);
|
||||
DWORD *dest_s = (DWORD *)(dst + y * dst_pitch);
|
||||
|
||||
for (x = 0; x < width; ++x)
|
||||
for (y = 0; y < height; ++y)
|
||||
{
|
||||
dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
|
||||
dest_s[x * 2 + 1] = source[x] & 0xff;
|
||||
const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
|
||||
float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
|
||||
DWORD *dest_s = (DWORD *)dest_f;
|
||||
|
||||
for (x = 0; x < width; ++x)
|
||||
{
|
||||
dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00) >> 8);
|
||||
dest_s[x * 2 + 1] = source[x] & 0xff;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -104,7 +104,7 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
|
||||
const struct wined3d_format *format = volume->resource.format;
|
||||
UINT width = volume->resource.width;
|
||||
UINT height = volume->resource.height;
|
||||
UINT depth = volume->resource.depth, z;
|
||||
UINT depth = volume->resource.depth;
|
||||
BYTE *mem = data->addr;
|
||||
|
||||
TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
|
||||
@ -129,9 +129,8 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
|
||||
wined3d_volume_get_pitch(volume, &src_row_pitch, &src_slice_pitch);
|
||||
|
||||
mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
|
||||
for (z = 0; z < depth; z++)
|
||||
format->convert(data->addr + z * src_slice_pitch, mem + z * dst_slice_pitch,
|
||||
src_row_pitch, dst_row_pitch, width, height);
|
||||
format->convert(data->addr, mem, src_row_pitch, src_slice_pitch,
|
||||
dst_row_pitch, dst_slice_pitch, width, height, depth);
|
||||
}
|
||||
|
||||
if (data->buffer_object)
|
||||
|
@ -2970,7 +2970,8 @@ struct wined3d_format
|
||||
unsigned int flags;
|
||||
struct wined3d_rational height_scale;
|
||||
struct color_fixup_desc color_fixup;
|
||||
void (*convert)(const BYTE *src, BYTE *dst, UINT src_pitch, UINT dst_pitch, UINT width, UINT height);
|
||||
void (*convert)(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);
|
||||
};
|
||||
|
||||
const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
|
||||
|
Loading…
Reference in New Issue
Block a user