Stefan Dösinger : wined3d: ATI2N support using GL_EXT_texture_compression_rgtc.
Alexandre Julliard
julliard at winehq.org
Thu Jul 24 07:07:58 CDT 2008
Module: wine
Branch: master
Commit: 726d9d47afb278e61cd86c4f05a5c4fbf671b3b6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=726d9d47afb278e61cd86c4f05a5c4fbf671b3b6
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Jul 23 10:39:04 2008 -0500
wined3d: ATI2N support using GL_EXT_texture_compression_rgtc.
---
dlls/wined3d/arb_program_shader.c | 23 +++++++++++++++--------
dlls/wined3d/directx.c | 3 ++-
dlls/wined3d/glsl_shader.c | 33 ++++++++++++++++++++++++---------
dlls/wined3d/utils.c | 7 ++++++-
include/wine/wined3d_gl.h | 9 +++++++++
5 files changed, 56 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 9f074ad..22a8b55 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -820,16 +820,23 @@ static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
/* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
* which means the first one is replicated accross .rgb, and the 2nd one is in
* .a. We need the 2nd in .g
+ *
+ * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
+ * are swapped compared to d3d. So swap red and green.
*/
- if(strlen(writemask) == 5) {
- /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
- shader_addline(arg->buffer, "MOV %s.%c, %s.%c;\n",
- reg, writemask[2], reg, writemask[4]);
- } else if(strlen(writemask) == 2) {
- /* Nothing to do */
+ if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
+ shader_addline(arg->buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
+ reg, reg, writemask[2], writemask[1]);
} else {
- /* This is bad: We have VL, but we need VU */
- FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
+ if(strlen(writemask) == 5) {
+ shader_addline(arg->buffer, "MOV %s.%c, %s.%c;\n",
+ reg, writemask[2], reg, writemask[4]);
+ } else if(strlen(writemask) == 2) {
+ /* Nothing to do */
+ } else {
+ /* This is bad: We have VL, but we need VU */
+ FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
+ }
}
break;
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index f4bc0ee..a95c778 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -105,6 +105,7 @@ static const struct {
{"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
{"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
{"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
+ {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
{"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
{"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
{"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
@@ -2374,7 +2375,7 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
/* Vendor specific formats */
case WINED3DFMT_ATI2N:
- if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
+ if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 7a20ae1..ce84ea7 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1348,19 +1348,34 @@ static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
/* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
* which means the first one is replicated accross .rgb, and the 2nd one is in
* .a. We need the 2nd in .g
+ *
+ * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
+ * are swapped compared to d3d. So swap red and green.
*/
mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
mask_size = shader_glsl_get_write_mask_size(mask);
- if(mask_size == 4) {
- /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
- shader_addline(arg->buffer, "%s.%c = %s.%c;\n",
- dst_param.reg_name, dst_param.mask_str[2],
- dst_param.reg_name, dst_param.mask_str[4]);
- } else if(mask_size == 1) {
- /* Nothing to do */
+ if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
+ if(mask_size >= 2) {
+ shader_addline(arg->buffer, "%s.%c%c = %s.%c%c;\n",
+ dst_param.reg_name, dst_param.mask_str[1],
+ dst_param.mask_str[2],
+ dst_param.reg_name, dst_param.mask_str[2],
+ dst_param.mask_str[1]);
+ } else {
+ FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
+ }
} else {
- FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
- /* This is bad: We have .r[gb], but we need .ra */
+ if(mask_size == 4) {
+ /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
+ shader_addline(arg->buffer, "%s.%c = %s.%c;\n",
+ dst_param.reg_name, dst_param.mask_str[2],
+ dst_param.reg_name, dst_param.mask_str[4]);
+ } else if(mask_size == 1) {
+ /* Nothing to do */
+ } else {
+ FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
+ /* This is bad: We have .r[gb], but we need .ra */
+ }
}
break;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 370f50b..da08d4f 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -395,7 +395,12 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
*/
}
- if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
+ if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
+ dst = getFmtIdx(WINED3DFMT_ATI2N);
+ gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
+ gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
+ gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
+ } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
dst = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
diff --git a/include/wine/wined3d_gl.h b/include/wine/wined3d_gl.h
index 533c991..ac4967d 100644
--- a/include/wine/wined3d_gl.h
+++ b/include/wine/wined3d_gl.h
@@ -2996,6 +2996,14 @@ typedef void (WINE_GLAPI *PGLFNSETFRAGMENTSHADERCONSTANTATI) (GLuint dst, const
#define GL_ATI_texture_compression_3dc
#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837
#endif
+/* GL_EXT_texture_compression_rgtc */
+#ifndef GL_EXT_texture_compression_rgtc
+#define GL_EXT_texture_compression_rgtc
+#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB
+#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
+#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
+#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
+#endif
/* GL_VERSION_2_0 */
#ifndef GL_VERSION_2_0
@@ -3327,6 +3335,7 @@ typedef enum _GL_SupportedExt {
EXT_STENCIL_WRAP,
EXT_TEXTURE3D,
EXT_TEXTURE_COMPRESSION_S3TC,
+ EXT_TEXTURE_COMPRESSION_RGTC,
EXT_TEXTURE_FILTER_ANISOTROPIC,
EXT_TEXTURE_LOD,
EXT_TEXTURE_LOD_BIAS,
More information about the wine-cvs
mailing list