wined3d: Put V8U8 back into the UNKNOWN format group.

This commit is contained in:
Stefan Dösinger 2007-09-24 16:16:31 +02:00 committed by Alexandre Julliard
parent 06547f129f
commit bf9cc30aac
2 changed files with 30 additions and 10 deletions

View File

@ -598,10 +598,15 @@ static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
case WINED3DFMT_V16U16:
if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
#if 0
/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
* disabled until an application that needs it is found because it causes unneeded
* shader recompilation in some game
*/
if(strlen(writemask) >= 4) {
shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
}
#endif
} else {
/* Correct the sign, but leave the blue as it is - it was loaded correctly already
* ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale

View File

@ -230,18 +230,33 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
}
/* V8U8 and V16U16 are always tidied up in the pixel shader - blue is set to 1.0.
* They can't be switched with other formats, but they can be switched with each other,
* except if GL_ATI_envmap_bumpmap is supported. In this case, V8U8 uses the gl native format,
* but V16U16 is converted.
/* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
* V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
* their extensions are not available.
*
* In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
* returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
* an application that needs this because it causes performance problems due to
* shader recompiling in some games.
*/
dst = getFmtIdx(WINED3DFMT_V8U8);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
dst = getFmtIdx(WINED3DFMT_V16U16);
if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
/* signed -> unsigned fixup */
dst = getFmtIdx(WINED3DFMT_V8U8);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
} else {
dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
} else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
/* signed -> unsigned fixup */
dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
} else {
/* Blue = 1.0 fixup, disabled for now */
#if 0
dst = getFmtIdx(WINED3DFMT_V8U8);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
#endif
}
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {