[try 3] wined3d: Implented signed texture formats via NV_TEXTURE_SHADER

Stefan Dösinger stefandoesinger at gmx.at
Mon Mar 12 06:37:55 CDT 2007


Am Montag 12 März 2007 11:54 schrieb Fabian Bieler:
> On Monday 12 March 2007 10:39, Stefan Dösinger wrote:
> > You seem to add a 2nd table for GL_NV_texture_shader3 formats and try
> > this table first. It is another solution for the static table problem I
> > haven't thought of yet. For now, can you just hardcode the formats in the
> > normal table? It should not cause any issues otherwise, because the
> > function looking for a surface conversion will filter them out anyway.
>
> This patch includes the requested changes. I did not implement the
> conversions for the new pixel formats, as that would not help anything
> without also alterting the fragment shaders.
Almost perfect :-)

+    
{WINED3DFMT_X8L8V8U8    ,0x0        ,0x0        ,0x0        ,0x0        ,4      ,FALSE      ,GL_DSDT8_MAG8_INTENSITY8_NV,GL_DSDT_MAG_INTENSITY_NV,GL_BYTE},

Can you align the } with the other lines? (I'm picky because it is very tricky 
to fix the formating afterwards)
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