[PATCH 0/7] wined3d: blit set_shader texture_target activation cleanup

Roderick Colenbrander thunderbird2k at gmail.com
Wed May 19 13:27:07 CDT 2010


On Wed, May 19, 2010 at 7:02 PM, Henri Verbeet <hverbeet at gmail.com> wrote:
> On 19 May 2010 14:46, Roderick Colenbrander <thunderbird2k at gmail.com> wrote:
>>> The main issue I'm facing is p8 uploads which are completely broken
>>> right now (a regression). At the beginning of the week I wanted to add
> ...
>> What do you think?
>>
> Is there a bug report / demo application that clearly shows the
> problem? Maybe I can give it a look.
>

The bug in question is and a test case is StarCraft:
http://bugs.winehq.org/show_bug.cgi?id=22575

I have made a draft patch (this would have to be cut in a lot of
pieces and changes a few more things than just the issue). It might be
an acceptable path.

The idea is to move the 'p8 texture format' to the formats table
including the case when no shaders/ext_paletted_texture is around
(this case needs to be added in some form anyway since fixup up an
empty format desc is not that nice). The format is overridden in case
of color keying / drawpixels. So at this stage the 'blit_supported' is
implicitly performed at formats table initialization. This might be
acceptable for now. At a later stage I can imagine that we want to ask
the 'blit_shader' for the format to use as that what this is basically
about.

If I add the 'converted p8' format to the formats table, I would still
have to return 'CONVERT_PALETTED' in d3dfmt_get_conv and somehow
inspect the format. The cleanest way (I could check conv_bytes) I
think is to add a flag WINED3DFMT_FLAG_CONVERTED. I want to set this
flag also for converted textures and thus checks like 'convert !=
NO_CONVERSION || desc.convert' can be adjusted as well and
d3dfmt_convert_surface is now a bit nicer as well.

Though not all parts might be needed right now, I think at least the
Flags changes are a step in the right direction. Is the 'p8 solution'
acceptable for now?

Roderick
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