[PATCH 03/10] wined3d: Move D24X4S4 to the formats table.

Roderick Colenbrander thunderbird2k at gmail.com
Mon Apr 12 05:44:38 CDT 2010


---
 dlls/wined3d/surface.c |   26 --------------------------
 dlls/wined3d/utils.c   |   21 +++++++++++++++++++--
 2 files changed, 19 insertions(+), 28 deletions(-)

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index d54f525..0d3a0a2 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2259,14 +2259,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
             }
             break;
 
-        case WINED3DFMT_S4X4_UINT_D24_UNORM:
-            if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
-                    || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
-            {
-                *convert = CONVERT_D24X4S4;
-            }
-            break;
-
         default:
             break;
     }
@@ -2595,24 +2587,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
             break;
         }
 
-        case CONVERT_D24X4S4:
-        {
-            unsigned int x, y;
-
-            for (y = 0; y < height; ++y)
-            {
-                const DWORD *source = (const DWORD *)(src + y * pitch);
-                DWORD *dest = (DWORD *)(dst + y * outpitch);
-
-                for (x = 0; x < width; ++x)
-                {
-                    /* Just need to clear out the X4 part. */
-                    dest[x] = source[x] & ~0xf0;
-                }
-            }
-            break;
-        }
-
         default:
             ERR("Unsupported conversion type %#x.\n", convert);
     }
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index b7efc9a..a0db948 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -417,6 +417,23 @@ static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT wi
     }
 }
 
+static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
+{
+    unsigned int x, y;
+
+    for (y = 0; y < height; ++y)
+    {
+        const DWORD *source = (const DWORD *)(src + y * pitch);
+        DWORD *dest = (DWORD *)(dst + y * pitch);
+
+        for (x = 0; x < width; ++x)
+        {
+            /* Just need to clear out the X4 part. */
+            dest[x] = source[x] & ~0xf0;
+        }
+    }
+}
+
 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
 {
     unsigned int x, y;
@@ -707,11 +724,11 @@ static const struct wined3d_format_texture_info format_texture_info[] =
     {WINED3DFMT_S4X4_UINT_D24_UNORM,    GL_DEPTH24_STENCIL8,              GL_DEPTH24_STENCIL8,                    0,
             GL_DEPTH_STENCIL,           GL_UNSIGNED_INT_24_8,             0,
             WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
-            ARB_FRAMEBUFFER_OBJECT,     NULL},
+            ARB_FRAMEBUFFER_OBJECT,     &convert_s4x4_uint_d24_unorm},
     {WINED3DFMT_D16_UNORM,              GL_DEPTH_COMPONENT24_ARB,         GL_DEPTH_COMPONENT24_ARB,               0,
             GL_DEPTH_COMPONENT,         GL_UNSIGNED_SHORT,                0,
             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH,
-            ARB_DEPTH_TEXTURE,          NULL},
+            ARB_DEPTH_TEXTURE,          &convert_s4x4_uint_d24_unorm},
     {WINED3DFMT_L16_UNORM,              GL_LUMINANCE16,                   GL_LUMINANCE16,                         0,
             GL_LUMINANCE,               GL_UNSIGNED_SHORT,                0,
             WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
-- 
1.6.3.3




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