Alexander Dorofeyev : wined3d: Don' t use device palettes in read_from_framebuffer.
Alexandre Julliard
julliard at winehq.org
Tue Mar 25 06:58:19 CDT 2008
Module: wine
Branch: master
Commit: 85fd3130466835edad7b56d17d4b3b08f92626d5
URL: http://source.winehq.org/git/wine.git/?a=commit;h=85fd3130466835edad7b56d17d4b3b08f92626d5
Author: Alexander Dorofeyev <alexd4 at inbox.lv>
Date: Tue Mar 25 02:03:38 2008 +0200
wined3d: Don't use device palettes in read_from_framebuffer.
---
dlls/wined3d/surface.c | 10 +++++++---
1 files changed, 7 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 131de47..2c78f09 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -789,19 +789,24 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
}
}
+ LEAVE_GL();
+
/* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
* index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
* the same color but we have no choice.
* In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
*/
if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
- PALETTEENTRY *pal;
+ PALETTEENTRY *pal = NULL;
DWORD width = pitch / 3;
int x, y, c;
+
if(This->palette) {
pal = This->palette->palents;
} else {
- pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
+ ERR("Palette is missing, cannot perform inverse palette lookup\n");
+ HeapFree(GetProcessHeap(), 0, mem);
+ return ;
}
for(y = local_rect.top; y < local_rect.bottom; y++) {
@@ -824,7 +829,6 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
}
HeapFree(GetProcessHeap(), 0, mem);
}
- LEAVE_GL();
}
/* Read the framebuffer contents into a texture */
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