[2/4] WineD3D: Support GL_ATI_envmap_bumpmap for D3DFMT_V8U8
Stefan Dösinger
stefan at codeweavers.com
Wed Mar 21 11:28:32 CDT 2007
Patch 4 will improve the format handling in the shader
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From cc338721662897c19dec287302beffc7e85769fd Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Tue, 20 Mar 2007 23:42:37 +0100
Subject: [PATCH] WineD3D: Support GL_ATI_envmap_bumpmap for D3DFMT_V8U8
---
dlls/wined3d/arb_program_shader.c | 9 +++++----
dlls/wined3d/surface.c | 16 ++++++++++++----
2 files changed, 17 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index f5fcbd7..56ef5fb 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -715,11 +715,12 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
* So the surface loading code converts the -128 ... 127 signed integers to
* 0 ... 255 unsigned ones. The following line undoes that.
*
- * TODO: GL_ATI_envmap_bumpmap provides pixel formats
- * suitable for loading the Direct3D perturbation data. If it is used, do
- * not correct the signedness
+ * TODO: GL_ATI_envmap_bumpmap supports D3DFMT_DU8DV8 only. If conversion for other formats
+ * is implemented check the texture format.
+ *
+ * TODO: Move that to the common sampling function
*/
- if(!GL_SUPPORT(NV_TEXTURE_SHADER3))
+ if(!GL_SUPPORT(NV_TEXTURE_SHADER3) && !GL_SUPPORT(ATI_ENVMAP_BUMPMAP))
shader_addline(buffer, "MAD T%u, T%u, coefmul.x, -one;\n", src, src);
shader_addline(buffer, "SWZ TMP2, bumpenvmat, x, z, 0, 0;\n");
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index c1b1465..e1c754e 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1464,11 +1464,14 @@ static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BO
break;
case WINED3DFMT_V8U8:
- /* TODO: GL_ATI_envmap_bumpmap provides suitable formats.
- * use it instead of converting
- * Remember to adjust the texbem instruction in the shader
- */
if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
+ else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
+ *format = GL_DUDV_ATI;
+ *internal = GL_DU8DV8_ATI;
+ *type = GL_BYTE;
+ /* No conversion - Just change the gl type */
+ break;
+ }
*convert = CONVERT_V8U8;
*format = GL_BGR;
*internal = GL_RGB8;
@@ -1483,6 +1486,7 @@ static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BO
*internal = GL_RGBA8;
*type = GL_BYTE;
*target_bpp = 4;
+ /* Not supported by GL_ATI_envmap_bumpmap */
break;
case WINED3DFMT_Q8W8V8U8:
@@ -1492,6 +1496,7 @@ static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BO
*internal = GL_RGBA8;
*type = GL_BYTE;
*target_bpp = 4;
+ /* Not supported by GL_ATI_envmap_bumpmap */
break;
case WINED3DFMT_V16U16:
@@ -1501,6 +1506,9 @@ static HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BO
*internal = GL_COLOR_INDEX;
*type = GL_SHORT;
*target_bpp = 4;
+ /* What should I do here about GL_ATI_envmap_bumpmap?
+ * Convert it or allow data loss by loading it into a 8 bit / channel texture?
+ */
break;
default:
--
1.4.4.3
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