wined3d: Unify color conversion code.

This commit is contained in:
Roderick Colenbrander 2008-01-07 21:18:34 +01:00 committed by Alexandre Julliard
parent 672a6995c0
commit a74ecc5f2f

View File

@ -934,14 +934,11 @@ lock_end:
return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
}
static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
GLint prev_store;
GLint prev_rasterpos[4];
GLint skipBytes = 0;
BOOL storechanged = FALSE, memory_allocated = FALSE;
GLint fmt, type;
BYTE *mem;
UINT bpp;
BOOL storechanged = FALSE;
UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
IWineD3DDeviceImpl *myDevice = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice;
IWineD3DSwapChainImpl *swapchain;
@ -997,88 +994,6 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
read = This->resource.allocatedMemory[0];
}
switch (This->resource.format) {
/* No special care needed */
case WINED3DFMT_A4R4G4B4:
case WINED3DFMT_R5G6B5:
case WINED3DFMT_A1R5G5B5:
case WINED3DFMT_R8G8B8:
case WINED3DFMT_X4R4G4B4:
case WINED3DFMT_X1R5G5B5:
type = This->glDescription.glType;
fmt = This->glDescription.glFormat;
mem = This->resource.allocatedMemory;
bpp = This->bytesPerPixel;
break;
/* In the past times we used to set the X channel of X8R8G8B8 and the above formats to
* 1.0 because it happened to fix the intro movie in Pirates. However, this seems wrong.
* If the game uses an X8R8G8B8 back buffer the GL alpha channel should not make any differences,
* and the bug must be somewhere else. If we really have to set the alpha channel to 1.0 in
* this case do it by clearing it after the draw instead of fixing it up in the CPU. Blending
* is disabled via CTXUSAGE_BLIT context setup, so in the glDrawPixels call it does not
* have any effects
*/
case WINED3DFMT_X8R8G8B8:
case WINED3DFMT_A8R8G8B8:
{
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
vcheckGLcall("glPixelStorei");
storechanged = TRUE;
type = This->glDescription.glType;
fmt = This->glDescription.glFormat;
mem = This->resource.allocatedMemory;
bpp = This->bytesPerPixel;
}
break;
case WINED3DFMT_A2R10G10B10:
{
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
vcheckGLcall("glPixelStorei");
storechanged = TRUE;
type = This->glDescription.glType;
fmt = This->glDescription.glFormat;
mem = This->resource.allocatedMemory;
bpp = This->bytesPerPixel;
}
break;
case WINED3DFMT_P8:
{
int height = This->glRect.bottom - This->glRect.top;
type = GL_UNSIGNED_BYTE;
fmt = GL_RGBA;
mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD));
if(!mem) {
ERR("Out of memory\n");
goto cleanup;
}
memory_allocated = TRUE;
d3dfmt_convert_surface(This->resource.allocatedMemory,
mem,
pitch,
pitch,
height,
pitch * 4,
CONVERT_PALETTED,
This);
bpp = This->bytesPerPixel * 4;
pitch *= 4;
}
break;
default:
FIXME("Unsupported Format %u in locking func\n", This->resource.format);
/* Give it a try */
type = This->glDescription.glType;
fmt = This->glDescription.glFormat;
mem = This->resource.allocatedMemory;
bpp = This->bytesPerPixel;
}
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
@ -1090,7 +1005,6 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
checkGLcall("glDrawPixels");
cleanup:
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
@ -1110,8 +1024,6 @@ cleanup:
vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES");
}
if(memory_allocated) HeapFree(GetProcessHeap(), 0, mem);
if(!swapchain) {
glDrawBuffer(myDevice->offscreenBuffer);
checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
@ -1390,7 +1302,7 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
p8_render_target = TRUE;
}
/* Use conversion when the paletted texture extension OR fragment shaders are available. When either
/* Use conversion when the paletted texture extension OR fragment shaders are available. When either
* of the two is available make sure texturing is requested as neither of the two works in
* conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
* Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
@ -3832,7 +3744,37 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
if(This->Flags & SFLAG_INTEXTURE) {
surface_blt_to_drawable(This, rect);
} else {
flush_to_framebuffer_drawpixels(This);
d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
/* The width is in 'length' not in bytes */
width = This->currentDesc.Width;
pitch = IWineD3DSurface_GetPitch(iface);
if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
int height = This->currentDesc.Height;
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
outpitch = width * bpp;
outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
if(!mem) {
ERR("Out of memory %d, %d!\n", outpitch, height);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
This->Flags |= SFLAG_CONVERTED;
} else {
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;
}
flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
/* Don't delete PBO memory */
if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
HeapFree(GetProcessHeap(), 0, mem);
}
} else /* if(flag == SFLAG_INTEXTURE) */ {
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);