Roderick Colenbrander : wined3d: In DirectDraw a palette is a property of a surface while in d3d8/ 9 it is a property of a device.
Alexandre Julliard
julliard at winehq.org
Fri Feb 22 05:49:34 CST 2008
Module: wine
Branch: master
Commit: a5444cb897bb250d28e4fb83323e0bcf6fa01d23
URL: http://source.winehq.org/git/wine.git/?a=commit;h=a5444cb897bb250d28e4fb83323e0bcf6fa01d23
Author: Roderick Colenbrander <thunderbird2k at gmx.net>
Date: Thu Feb 21 18:36:50 2008 +0100
wined3d: In DirectDraw a palette is a property of a surface while in d3d8/9 it is a property of a device.
---
dlls/wined3d/surface.c | 44 +++++++++++++++++++++++++-------------------
1 files changed, 25 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index c74c80f..e56b928 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2024,31 +2024,22 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
}
if (pal == NULL) {
+ /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
+ if(dxVersion <= 7) {
+ ERR("This code should never get entered for DirectDraw!, expect problems\n");
+ return;
+ }
+
/* Still no palette? Use the device'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;
-
- 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 {
- /* 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;
- }
- }
+ /* 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 {
TRACE("Using surface palette %p\n", pal);
@@ -3176,6 +3167,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
DWORD oldCKeyFlags = Src->CKeyFlags;
WINEDDCOLORKEY oldBltCKey = This->SrcBltCKey;
RECT SourceRectangle;
+ BOOL paletteOverride = FALSE;
TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
@@ -3227,6 +3219,16 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
}
+ /* When blitting from an offscreen surface to a rendertarget, the source
+ * surface is not required to have a palette. Our rendering / conversion
+ * code further down the road retrieves the palette from the surface, so
+ * it must have a palette set. */
+ if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
+ paletteOverride = TRUE;
+ TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
+ Src->palette = This->palette;
+ }
+
/* Now load the surface */
IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
@@ -3327,6 +3329,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
Src->CKeyFlags = oldCKeyFlags;
This->SrcBltCKey = oldBltCKey;
+ /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
+ if(paletteOverride)
+ Src->palette = NULL;
+
LEAVE_GL();
/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
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