[PATCH v2 2/8] wined3d: Add support for WINED3DFMT_R8G8B8A8_UINT textures.

Matteo Bruni matteo.mystral at gmail.com
Mon Jan 25 10:33:24 CST 2016


2016-01-25 10:57 GMT+01:00 Józef Kucia <jkucia at codeweavers.com>:
> Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
> ---
> Version 2: Do not check post-pixel shader blending for integer texture formats.
> ---
> @@ -1087,6 +1088,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
>              | WINED3DFMT_FLAG_RENDERTARGET |  WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
>              | WINED3DFMT_FLAG_VTF,
>              WINED3D_GL_EXT_NONE,        NULL},
> +    {WINED3DFMT_R8G8B8A8_UINT,          GL_RGBA8UI_EXT,                   GL_RGBA8UI_EXT,                         0,
> +            GL_RGBA_INTEGER_EXT,        GL_UNSIGNED_INT_8_8_8_8_REV,      0,
> +            WINED3DFMT_FLAG_TEXTURE,
> +            EXT_TEXTURE_INTEGER,        NULL},

Just a nitpick but when you resend this patch you could use the
non-_EXT internal format / format defines. Not a big deal by any
means, they are defined to the same values anyway...



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