=?UTF-8?Q?Stefan=20D=C3=B6singer=20?=: wined3d: Don' t use TXP for rectangle P8 textures.
Alexandre Julliard
julliard at wine.codeweavers.com
Wed Feb 4 10:51:17 CST 2015
Module: wine
Branch: master
Commit: e178b7ec9a206f5e32b38ba6cd6fb7d8cfaa964b
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e178b7ec9a206f5e32b38ba6cd6fb7d8cfaa964b
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Feb 4 13:45:31 2015 +0100
wined3d: Don't use TXP for rectangle P8 textures.
This was probably taken from the YUV shaders, incorrectly and in reverse
logic. It did happen to work though because fragment.texcoord[0].w is 1.0.
---
dlls/wined3d/arb_program_shader.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index a7babda..763a4a2 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7255,7 +7255,7 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
/* The alpha-component contains the palette index */
if(textype == GL_TEXTURE_RECTANGLE_ARB)
- shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
+ shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], RECT;\n");
else
shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
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