[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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