Stefan Dösinger : wined3d: Put V8U8 back into the UNKNOWN format group.

Alexandre Julliard julliard at winehq.org
Tue Sep 25 07:50:50 CDT 2007


Module: wine
Branch: master
Commit: bf9cc30aacf84798422b2ba2862a889d2128f403
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=bf9cc30aacf84798422b2ba2862a889d2128f403

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Mon Sep 24 16:16:31 2007 +0200

wined3d: Put V8U8 back into the UNKNOWN format group.

---

 dlls/wined3d/arb_program_shader.c |    7 ++++++-
 dlls/wined3d/utils.c              |   33 ++++++++++++++++++++++++---------
 2 files changed, 30 insertions(+), 10 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 4d404d6..3ceffe7 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -598,10 +598,15 @@ static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
         case WINED3DFMT_V16U16:
             if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
                (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
-                /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
+#if 0
+                /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
+                 * disabled until an application that needs it is found because it causes unneeded
+                 * shader recompilation in some game
+                 */
                 if(strlen(writemask) >= 4) {
                     shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
                 }
+#endif
             } else {
                 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
                  * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 4765ae5..bd1d7d3 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -230,18 +230,33 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
         gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
     }
 
-    /* V8U8 and V16U16 are always tidied up in the pixel shader - blue is set to 1.0.
-     * They can't be switched with other formats, but they can be switched with each other,
-     * except if GL_ATI_envmap_bumpmap is supported. In this case, V8U8 uses the gl native format,
-     * but V16U16 is converted.
+    /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
+     * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
+     * their extensions are not available.
+     *
+     * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
+     * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
+     * an application that needs this because it causes performance problems due to
+     * shader recompiling in some games.
      */
-    dst = getFmtIdx(WINED3DFMT_V8U8);
-    gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
-    dst = getFmtIdx(WINED3DFMT_V16U16);
-    if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
+    if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
+        /* signed -> unsigned fixup */
+        dst = getFmtIdx(WINED3DFMT_V8U8);
         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
-    } else {
+        dst = getFmtIdx(WINED3DFMT_V16U16);
+        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
+    } else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
+        /* signed -> unsigned fixup */
+        dst = getFmtIdx(WINED3DFMT_V16U16);
         gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
+    } else {
+        /* Blue = 1.0 fixup, disabled for now */
+#if 0
+        dst = getFmtIdx(WINED3DFMT_V8U8);
+        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
+        dst = getFmtIdx(WINED3DFMT_V16U16);
+        gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
+#endif
     }
 
     if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {




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