[PATCH 1/5] wined3d: Don't apply fixups to converted surfaces.

Henri Verbeet hverbeet at gmail.com
Sun Nov 27 10:02:01 CST 2011


On 25 November 2011 21:07, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> Am Freitag, 25. November 2011, 20:23:01 schrieb Henri Verbeet:
>> That's silly. If that's really the case that should be fixed.
> I don't see why it is silly. d3d sysmem format -> gl texture format and gl
> texture format -> rgba conversions are two separate things. What's unfortunate
> is that in the case of P8 both can do the same job and the selection code is a
> mess.
>
> For signed surfaces the upload conversion maps [-1.0;1.0] to [0.0;1.0] to load
> it into a unsigned rgba surface. When we read the surface in the shader we
> have to reverse that. You may be able to avoid the upload conversion by a more
> tricky shader conversion, but that misses the point.
>
Maybe there's a legitimate case for signed formats and it's just P8
that's broken. I'm not entirely sure that we shouldn't just use either
EXT_texture_snorm or the NV_texture_shader formats and mark the
formats as unsupported otherwise though.

> Also, do you have a game that needs P8->RGBA blits? In my testing with ddraw,
Not yet. I came across this while investigating how we should handle
P8 primary surfaces for ddraw. You'd have a RGBA8 frontbuffer in
wined3d and a P8 surface in ddraw.



More information about the wine-devel mailing list