Alexander Dorofeyev : wined3d: Take alpha from device palette entry for d3d 8 and later.
Alexandre Julliard
julliard at winehq.org
Tue Feb 19 08:05:14 CST 2008
Module: wine
Branch: master
Commit: 5346039d5ad0a89df6d3d6656adecbae8ff3f214
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5346039d5ad0a89df6d3d6656adecbae8ff3f214
Author: Alexander Dorofeyev <alexd4 at inbox.lv>
Date: Sun Feb 17 17:37:00 2008 -0800
wined3d: Take alpha from device palette entry for d3d 8 and later.
Adds support for D3D >= 8 style palettes that contain alpha. This fixes
rendering problems in games like Commandos 3 and Madden NFL 2004.
---
dlls/wined3d/surface.c | 28 ++++++++++++++++++----------
1 files changed, 18 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 6a17949..c6b8403 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2000,6 +2000,7 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
IWineD3DPaletteImpl* pal = This->palette;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL index_in_alpha = FALSE;
+ int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
int i;
/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
@@ -2016,22 +2017,29 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
if (pal == NULL) {
/* Still no palette? Use the device's palette */
- /* Get the surface's palette */
+ /* can ddraw and d3d < 8 surfaces use device's palette (d3d >= 8 feature)? */
for (i = 0; i < 256; i++) {
table[i][0] = device->palettes[device->currentPalette][i].peRed;
table[i][1] = device->palettes[device->currentPalette][i].peGreen;
table[i][2] = device->palettes[device->currentPalette][i].peBlue;
- /* BltOverride uses a GL_ALPHA_TEST based on GL_NOT_EQUAL 0, so the alpha component
- of pixels that should be masked away should be 0. When inde_in_alpha is set,
- we will store the palette index (the glReadPixels code reads GL_ALPHA back)
- or else we store 0xff. */
- if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
- table[i][3] = 0;
- } else if(index_in_alpha) {
- table[i][3] = i;
+ if(dxVersion >= 8) {
+ /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
+ alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
+ capability flag is present (wine does advertise this capability) */
+ table[i][3] = device->palettes[device->currentPalette][i].peFlags;
} else {
- table[i][3] = 0xFF;
+ /* BltOverride uses a GL_ALPHA_TEST based on GL_NOT_EQUAL 0, so the alpha component
+ of pixels that should be masked away should be 0. When inde_in_alpha is set,
+ we will store the palette index (the glReadPixels code reads GL_ALPHA back)
+ or else we store 0xff. */
+ if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
+ table[i][3] = 0;
+ } else if(index_in_alpha) {
+ table[i][3] = i;
+ } else {
+ table[i][3] = 0xFF;
+ }
}
}
} else {
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