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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