Stefan Dösinger : wined3d: Advertise post pixelshader blending for a few more formats.
Alexandre Julliard
julliard at winehq.org
Mon Mar 30 12:08:42 CDT 2009
Module: wine
Branch: master
Commit: 3e099d014750fa5fc2a10c6aa4bf23ddc80a1fc6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=3e099d014750fa5fc2a10c6aa4bf23ddc80a1fc6
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Feb 25 21:20:39 2009 +0100
wined3d: Advertise post pixelshader blending for a few more formats.
Windows advertises it on all these formats(Nvidia Geforce 7400), and
Trackmania Nations needs it on D3DFMT_Q8W8V8U8 to accept ps_3_0 support.
---
dlls/wined3d/utils.c | 32 ++++++++++++++++----------------
1 files changed, 16 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 048be9e..02f5255 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -203,19 +203,19 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_MULTI2_ARGB8, 0, 0, 0,
0, 0,
0},
@@ -311,29 +311,29 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
/* Luminance */
{WINED3DFMT_L8, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_A8L8, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_A4L4, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
0},
/* Bump mapping stuff */
{WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
GL_DSDT_NV, GL_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_L6V5U5, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
GL_DSDT_MAG_NV, GL_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_X8L8V8U8, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
GL_RGBA, GL_BYTE,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
GL_HILO_NV, GL_SHORT,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_W11V11U10, 0, 0, 0,
0, 0,
0},
@@ -352,19 +352,19 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
{WINED3DFMT_D24S8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
- WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
{WINED3DFMT_D24X8, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
- WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
{WINED3DFMT_D24X4S4, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT,
- WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH},
{WINED3DFMT_L16, GL_LUMINANCE16_EXT, GL_LUMINANCE16_EXT, 0,
GL_LUMINANCE, GL_UNSIGNED_SHORT,
- WINED3DFMT_FLAG_FILTERING},
+ WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_D32F_LOCKABLE, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
GL_DEPTH_COMPONENT, GL_FLOAT,
WINED3DFMT_FLAG_DEPTH},
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