Henri Verbeet : wined3d: Get rid of the special format handling in wined3d_check_depth_stencil_format().
Alexandre Julliard
julliard at winehq.org
Tue Jun 16 17:08:50 CDT 2020
Module: wine
Branch: master
Commit: 08013374965b9169ed812bc1fb4d63c6991a76b2
URL: https://source.winehq.org/git/wine.git/?a=commit;h=08013374965b9169ed812bc1fb4d63c6991a76b2
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Jun 16 22:47:36 2020 +0430
wined3d: Get rid of the special format handling in wined3d_check_depth_stencil_format().
By simply removing WINED3DFMT_FLAG_DEPTH_STENCIL from
WINED3DFMT_S1_UINT_D15_UNORM and WINED3DFMT_S4X4_UINT_D24_UNORM. That's also
the only way these formats could be used by GL, so this allows us to remove
them from format_texture_info[] completely.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/directx.c | 8 -------
dlls/wined3d/utils.c | 62 --------------------------------------------------
2 files changed, 70 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index efae3444ee..456cb9ad12 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1506,14 +1506,6 @@ static BOOL wined3d_check_depth_stencil_format(const struct wined3d_adapter *ada
if (!ds_format->depth_size && !ds_format->stencil_size)
return FALSE;
- /* Blacklist formats not supported on Windows */
- if (ds_format->id == WINED3DFMT_S1_UINT_D15_UNORM /* Breaks the shadowvol2 dx7 sdk sample */
- || ds_format->id == WINED3DFMT_S4X4_UINT_D24_UNORM)
- {
- TRACE("Format %s is blacklisted.\n", debug_d3dformat(ds_format->id));
- return FALSE;
- }
-
return adapter->adapter_ops->adapter_check_format(adapter, adapter_format, NULL, ds_format);
}
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 2a3c04f435..da17ee7296 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -1007,52 +1007,6 @@ static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch,
}
}
-static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
- UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
-{
- unsigned int x, y, z;
-
- for (z = 0; z < depth; z++)
- {
- for (y = 0; y < height; ++y)
- {
- const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
- DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
-
- for (x = 0; x < width; ++x)
- {
- /* The depth data is normalized, so needs to be scaled,
- * the stencil data isn't. Scale depth data by
- * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
- WORD d15 = source[x] >> 1;
- DWORD d24 = (d15 << 9) + (d15 >> 6);
- dest[x] = (d24 << 8) | (source[x] & 0x1);
- }
- }
- }
-}
-
-static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
- UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
-{
- unsigned int x, y, z;
-
- for (z = 0; z < depth; z++)
- {
- for (y = 0; y < height; ++y)
- {
- const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
- DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
-
- for (x = 0; x < width; ++x)
- {
- /* Just need to clear out the X4 part. */
- dest[x] = source[x] & ~0xf0;
- }
- }
- }
-}
-
static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
{
@@ -1791,14 +1745,6 @@ static const struct wined3d_format_texture_info format_texture_info[] =
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, NULL},
- {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0,
- GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
- WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
- ARB_DEPTH_TEXTURE, NULL},
- {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
- GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
- WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
- EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
{WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
@@ -1818,14 +1764,6 @@ static const struct wined3d_format_texture_info format_texture_info[] =
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
| WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download},
- {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
- GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
- WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
- ARB_DEPTH_TEXTURE, NULL},
- {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
- GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
- WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW,
- EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
{WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
WINED3DFMT_FLAG_DEPTH_STENCIL,
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