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wined3d: Introduce a separate function for WINED3D_CT_P8.
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@ -3156,9 +3156,47 @@ static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD colo
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&& color <= color_key->color_space_high_value;
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}
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static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
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BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
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const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
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{
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const BYTE *src_row;
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unsigned int x, y;
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DWORD *dst_row;
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if (!palette)
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{
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/* FIXME: This should probably use the system palette. */
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FIXME("P8 surface loaded without a palette.\n");
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for (y = 0; y < height; ++y)
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{
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memset(&dst[dst_pitch * y], 0, width * 4);
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}
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return;
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}
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for (y = 0; y < height; ++y)
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{
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src_row = &src[src_pitch * y];
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dst_row = (DWORD *)&dst[dst_pitch * y];
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for (x = 0; x < width; ++x)
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{
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BYTE src_color = src_row[x];
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dst_row[x] = 0xff000000
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| (palette->colors[src_color].rgbRed << 16)
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| (palette->colors[src_color].rgbGreen << 8)
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| palette->colors[src_color].rgbBlue;
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}
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}
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}
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static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height,
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UINT outpitch, enum wined3d_conversion_type conversion_type, struct wined3d_surface *surface)
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{
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struct wined3d_palette *palette = NULL;
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struct wined3d_texture *texture;
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const BYTE *source;
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unsigned int x, y;
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BYTE *dest;
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@ -3166,43 +3204,14 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
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TRACE("src %p, dst %p, pitch %u, width %u, height %u, outpitch %u, conversion_type %#x, surface %p.\n",
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src, dst, pitch, width, height, outpitch, conversion_type, surface);
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texture = surface->container;
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switch (conversion_type)
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{
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case WINED3D_CT_P8:
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if (surface->container->swapchain && surface->container->swapchain->palette)
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{
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const struct wined3d_palette *palette = surface->container->swapchain->palette;
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for (y = 0; y < height; y++)
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{
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source = src + pitch * y;
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dest = dst + outpitch * y;
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for (x = 0; x < width; x++)
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{
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BYTE color = *source++;
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*dest++ = palette->colors[color].rgbBlue;
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*dest++ = palette->colors[color].rgbGreen;
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*dest++ = palette->colors[color].rgbRed;
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*dest++ = 0;
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}
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}
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}
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else
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{
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/* This should probably use the system palette, but unless
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* the X server is running in P8 mode there is no such thing.
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* The probably best solution is to set the fixed 20 colors
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* from the default windows palette and set the rest to black,
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* white, or some ugly pink. For now use black for the entire
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* palette. Don't use pink everywhere. Age of Empires 2 draws
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* a front buffer filled with zeroes without a palette when
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* starting and we don't want the screen to flash in an ugly
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* color. */
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FIXME("P8 surface loaded without a palette.\n");
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for (y = 0; y < height; ++y)
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{
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memset(&dst[outpitch * y], 0, width * 4);
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}
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}
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if (texture->swapchain && texture->swapchain->palette)
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palette = texture->swapchain->palette;
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convert_p8_uint_b8g8r8a8_unorm(src, pitch, dst, outpitch,
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width, height, palette, &texture->src_blt_color_key);
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break;
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case WINED3D_CT_CK_B5G6R5:
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@ -3213,7 +3222,7 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
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for (x = 0; x < width; ++x)
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{
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WORD color = *(const WORD *)source;
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if (!color_in_range(&surface->container->src_blt_color_key, color))
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if (!color_in_range(&texture->src_blt_color_key, color))
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*(WORD *)dest = 0x8000 | ((color & 0xffc0) >> 1) | (color & 0x1f);
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else
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*(WORD *)dest = ((color & 0xffc0) >> 1) | (color & 0x1f);
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@ -3235,7 +3244,7 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
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for (x = 0; x < width; x++ ) {
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WORD color = *Source++;
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*Dest = color;
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if (!color_in_range(&surface->container->src_blt_color_key, color))
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if (!color_in_range(&texture->src_blt_color_key, color))
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*Dest |= (1 << 15);
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else
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*Dest &= ~(1 << 15);
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@ -3253,7 +3262,7 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
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for (x = 0; x < width; ++x)
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{
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DWORD color = ((DWORD)source[2] << 16) | ((DWORD)source[1] << 8) | (DWORD)source[0];
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if (!color_in_range(&surface->container->src_blt_color_key, color))
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if (!color_in_range(&texture->src_blt_color_key, color))
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color |= 0xff000000;
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*(DWORD *)dest = color;
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source += 3;
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@ -3270,7 +3279,7 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
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for (x = 0; x < width; ++x)
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{
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DWORD color = *(const DWORD *)source;
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if (color_in_range(&surface->container->src_blt_color_key, color))
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if (color_in_range(&texture->src_blt_color_key, color))
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*(DWORD *)dest = color & ~0xff000000;
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else
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*(DWORD *)dest = color | 0xff000000;
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@ -3288,7 +3297,7 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
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for (x = 0; x < width; ++x)
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{
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DWORD color = *(const DWORD *)source;
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if (color_in_range(&surface->container->src_blt_color_key, color))
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if (color_in_range(&texture->src_blt_color_key, color))
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color &= ~0xff000000;
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*(DWORD*)dest = color;
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source += 4;
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