[PATCH 4/6] Disable framebuffer to texture blitting. The current code doesn't work for this at all and causes major rendering issues in e.g. C&C. I don't think we should fix this code either since it isn't worth the effort and requires evil things like paletteOverride.
Roderick Colenbrander
thunderbird2k at gmail.com
Mon Apr 5 13:05:16 CDT 2010
---
dlls/wined3d/surface.c | 22 ++++++++--------------
1 files changed, 8 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 95889e4..a863372 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -3894,7 +3894,14 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
/* Blit from render target to texture */
BOOL stretchx;
- BOOL paletteOverride = FALSE;
+
+ /* P8 read back is not implemented */
+ if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT ||
+ This->resource.format_desc->format == WINED3DFMT_P8_UINT)
+ {
+ TRACE("P8 read back not supported by frame buffer to texture blit\n");
+ return WINED3DERR_INVALIDCALL;
+ }
if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
TRACE("Color keying not supported by frame buffer to texture blit\n");
@@ -3908,15 +3915,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
stretchx = FALSE;
}
- /* When blitting from a render target a texture, the texture isn't required to have a palette.
- * In this case grab the palette from the render target. */
- if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !This->palette)
- {
- paletteOverride = TRUE;
- TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
- This->palette = Src->palette;
- }
-
/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
* flip the image nor scale it.
*
@@ -3947,10 +3945,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
fb_copy_to_texture_hwstretch(This, SrcSurface, &src_rect, &dst_rect, Filter);
}
- /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
- if(paletteOverride)
- This->palette = NULL;
-
if(!(This->Flags & SFLAG_DONOTFREE)) {
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
This->resource.allocatedMemory = NULL;
--
1.6.3.3
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