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wined3d: Put V8U8 back into the UNKNOWN format group.
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@ -598,10 +598,15 @@ static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
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case WINED3DFMT_V16U16:
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if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
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(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
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/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
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#if 0
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/* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
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* disabled until an application that needs it is found because it causes unneeded
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* shader recompilation in some game
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*/
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if(strlen(writemask) >= 4) {
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shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
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}
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#endif
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} else {
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/* Correct the sign, but leave the blue as it is - it was loaded correctly already
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* ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
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@ -230,18 +230,33 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
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gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
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}
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/* V8U8 and V16U16 are always tidied up in the pixel shader - blue is set to 1.0.
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* They can't be switched with other formats, but they can be switched with each other,
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* except if GL_ATI_envmap_bumpmap is supported. In this case, V8U8 uses the gl native format,
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* but V16U16 is converted.
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/* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
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* V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
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* their extensions are not available.
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*
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* In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
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* returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
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* an application that needs this because it causes performance problems due to
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* shader recompiling in some games.
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*/
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dst = getFmtIdx(WINED3DFMT_V8U8);
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gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
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dst = getFmtIdx(WINED3DFMT_V16U16);
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if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
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if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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/* signed -> unsigned fixup */
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dst = getFmtIdx(WINED3DFMT_V8U8);
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gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
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} else {
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dst = getFmtIdx(WINED3DFMT_V16U16);
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gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
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} else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
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/* signed -> unsigned fixup */
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dst = getFmtIdx(WINED3DFMT_V16U16);
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gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
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} else {
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/* Blue = 1.0 fixup, disabled for now */
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#if 0
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dst = getFmtIdx(WINED3DFMT_V8U8);
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gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
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dst = getFmtIdx(WINED3DFMT_V16U16);
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gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
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#endif
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}
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if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
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