[PATCH 0/5] wined3d blit_shader / 8-bit summary
thunderbird2k at gmail.com
Thu Apr 1 16:58:48 CDT 2010
This patch series contains a number of patches. The first two are from a series which I submitted yesterday but since 3/4 and 4/4 of that
series weren't correct I guess the other two weren't added yet.
Patch 3 and 4 move some 8-bit code to the blit_shader. I submitted patch 3 before and Henri agreed with it but I pulled it because Stefan
wanted me to continue with BltOverride cleanups first. The code is now a bit blocking progress on other new code (blit_supported), so it
should be added now. Patch 4 does the same for paletted_texture.
Patch 5 is a cleaned up version of yesterday's blit_supported patch. In CheckSurfaceCapability() I'm now passing the adapter format as the
destination format and I'm passing in proper pools. I extended blit_supported with source and destination rectangles which are needed for 8-bit.
Regarding 8-bit we are actually allowing destination fixups e.g. that's sort of what happens after a LockRect on a 8-bit render target surface.
I have restricted these fixups to no-scaling (hence the rectangles). The NULL rectangles in CheckSurfaceCapability don't break 8-bit P8 surfaces
for D3D8/9 since we don't offer support for P8 surfaces there anyway (I verified this using a format checking tool; we still offer textures but that
should likely be killed).
More information about the wine-patches