Roderick Colenbrander : wined3d: Add srgb write support to CheckDeviceFormat.
Alexandre Julliard
julliard at winehq.org
Sat Mar 22 08:18:37 CDT 2008
Module: wine
Branch: master
Commit: 856af1b5d77a4b3b4ab95b6f70961d55bd7680a3
URL: http://source.winehq.org/git/wine.git/?a=commit;h=856af1b5d77a4b3b4ab95b6f70961d55bd7680a3
Author: Roderick Colenbrander <thunderbird2k at gmx.net>
Date: Fri Mar 21 22:45:52 2008 +0000
wined3d: Add srgb write support to CheckDeviceFormat.
---
dlls/wined3d/directx.c | 50 ++++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 50 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 6665a42..df0cea2 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2004,6 +2004,26 @@ static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
return FALSE;
}
+static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
+{
+ /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
+ * doing the color fixup in shaders.
+ * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
+ if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_X8R8G8B8)) {
+ int vs_selected_mode;
+ int ps_selected_mode;
+ select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
+
+ if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
+ TRACE_(d3d_caps)("[OK]\n");
+ return TRUE;
+ }
+ }
+
+ TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
+ return FALSE;
+}
+
/* Check if a texture format is supported on the given adapter */
static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
{
@@ -2301,6 +2321,16 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
}
}
+ /* Check QUERY_SRGBWRITE support */
+ if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
+ if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
+ UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
+ } else {
+ TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
+ }
+
/* Check QUERY_VERTEXTEXTURE support */
if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
@@ -2413,6 +2443,16 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
}
}
+ /* Check QUERY_SRGBWRITE support */
+ if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
+ if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
+ UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
+ } else {
+ TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
+ }
+
/* Check QUERY_VERTEXTEXTURE support */
if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
@@ -2474,6 +2514,16 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
}
}
+ /* Check QUERY_SRGBWRITE support */
+ if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
+ if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
+ UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
+ } else {
+ TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
+ return WINED3DERR_NOTAVAILABLE;
+ }
+ }
+
/* Check QUERY_VERTEXTEXTURE support */
if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
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