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wined3d: Support ATI's D3DFMT_ATI2N format.
This is an ATI specific format designed for compressed normal maps, and quite a few games check for its existence. While it is an ATI-specific "extension" in d3d9, it is a core part of D3D10(DXGI_FORMAT_BC5), and supported on Geforce 8 cards.
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@ -816,6 +816,23 @@ static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
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}
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break;
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case WINED3DFMT_ATI2N:
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/* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
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* which means the first one is replicated accross .rgb, and the 2nd one is in
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* .a. We need the 2nd in .g
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*/
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if(strlen(writemask) == 5) {
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/* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
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shader_addline(arg->buffer, "MOV %s.%c, %s.%c;\n",
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reg, writemask[2], reg, writemask[4]);
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} else if(strlen(writemask) == 2) {
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/* Nothing to do */
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} else {
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/* This is bad: We have VL, but we need VU */
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FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
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}
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break;
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/* stupid compiler */
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default:
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break;
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@ -641,7 +641,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, U
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Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4)) >> 1;
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} else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
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Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
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Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5 ||
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Format == WINED3DFMT_ATI2N) {
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Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4));
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} else {
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/* The pitch is a multiple of 4 bytes */
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@ -59,6 +59,7 @@ static const struct {
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{"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
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{"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
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{"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
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{"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
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/* ARB */
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{"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
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@ -2371,6 +2372,15 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
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TRACE_(d3d_caps)("[FAILED]\n");
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return FALSE;
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/* Vendor specific formats */
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case WINED3DFMT_ATI2N:
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if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
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TRACE_(d3d_caps)("[OK]\n");
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return TRUE;
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}
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TRACE_(d3d_caps)("[FAILED]\n");
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return FALSE;
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case WINED3DFMT_UNKNOWN:
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return FALSE;
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@ -1344,6 +1344,26 @@ static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
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}
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break;
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case WINED3DFMT_ATI2N:
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/* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
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* which means the first one is replicated accross .rgb, and the 2nd one is in
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* .a. We need the 2nd in .g
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*/
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mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
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mask_size = shader_glsl_get_write_mask_size(mask);
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if(mask_size == 4) {
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/* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
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shader_addline(arg->buffer, "%s.%c = %s.%c;\n",
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dst_param.reg_name, dst_param.mask_str[2],
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dst_param.reg_name, dst_param.mask_str[4]);
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} else if(mask_size == 1) {
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/* Nothing to do */
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} else {
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FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
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/* This is bad: We have .r[gb], but we need .ra */
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}
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break;
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/* stupid compiler */
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default:
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break;
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@ -93,7 +93,8 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
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if (This->resource.format == WINED3DFMT_DXT1 ||
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This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
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This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
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This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
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This->resource.format == WINED3DFMT_ATI2N) {
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if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
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FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
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} else {
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@ -232,7 +233,8 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
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static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
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if (This->resource.format == WINED3DFMT_DXT1 ||
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This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
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This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
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This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
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This->resource.format == WINED3DFMT_ATI2N) {
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if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
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FIXME("Using DXT1/3/5 without advertized support\n");
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} else {
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@ -296,7 +298,8 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
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if (This->resource.format == WINED3DFMT_DXT1 ||
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This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
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This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) {
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This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
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This->resource.format == WINED3DFMT_ATI2N) {
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/* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
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TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
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@ -3771,7 +3774,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
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WINED3DFORMAT Format = This->resource.format;
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/** TODO: add support for non power two compressed textures **/
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if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
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|| Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
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|| Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
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|| This->resource.format == WINED3DFMT_ATI2N) {
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FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
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This, This->currentDesc.Width, This->currentDesc.Height);
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return WINED3DERR_NOTAVAILABLE;
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@ -112,6 +112,8 @@ static const StaticPixelFormatDesc formats[] = {
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{WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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{WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
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/* Vendor-specific formats */
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{WINED3DFMT_ATI2N ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
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};
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typedef struct {
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@ -260,6 +262,9 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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{WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
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,0 },
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{WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
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,0 },
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/* Vendor-specific formats */
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{WINED3DFMT_ATI2N ,0 ,0 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
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,0 }
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};
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@ -390,6 +395,13 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
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*/
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}
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if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
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dst = getFmtIdx(WINED3DFMT_ATI2N);
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gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
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gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
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gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
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}
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return TRUE;
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}
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@ -519,6 +531,7 @@ const char* debug_d3dformat(WINED3DFORMAT fmt) {
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FMT_TO_STR(WINED3DFMT_G32R32F);
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FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
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FMT_TO_STR(WINED3DFMT_CxV8U8);
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FMT_TO_STR(WINED3DFMT_ATI2N);
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#undef FMT_TO_STR
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default:
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{
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@ -2991,6 +2991,11 @@ typedef void (WINE_GLAPI *PGLFNSETFRAGMENTSHADERCONSTANTATI) (GLuint dst, const
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#define GL_NEGATE_BIT_ATI 0x00000004
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#define GL_BIAS_BIT_ATI 0x00000008
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#endif
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/* GL_ATI_texture_compression_3dc */
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#ifndef GL_ATI_texture_compression_3dc
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#define GL_ATI_texture_compression_3dc
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#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837
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#endif
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/* GL_VERSION_2_0 */
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#ifndef GL_VERSION_2_0
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@ -3357,6 +3362,7 @@ typedef enum _GL_SupportedExt {
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EXT_VERTEX_SHADER,
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ATI_ENVMAP_BUMPMAP,
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ATI_FRAGMENT_SHADER,
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ATI_TEXTURE_COMPRESSION_3DC,
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/* APPLE */
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APPLE_FENCE,
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APPLE_CLIENT_STORAGE,
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@ -303,6 +303,8 @@ typedef enum _WINED3DFORMAT {
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WINED3DFMT_CxV8U8 = 117,
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/* Vendor specific formats */
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WINED3DFMT_ATI2N = WINEMAKEFOURCC('A', 'T', 'I', '2'),
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WINED3DFMT_FORCE_DWORD = 0xFFFFFFFF
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} WINED3DFORMAT;
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