[PATCH 1/7] wined3d: Move L6V5U5 conversion to the formats table.
Roderick Colenbrander
thunderbird2k at gmail.com
Mon Apr 12 13:59:57 CDT 2010
---
dlls/wined3d/surface.c | 69 ------------------------------------------------
dlls/wined3d/utils.c | 68 ++++++++++++++++++++++++++++++++++++++++++++---
2 files changed, 64 insertions(+), 73 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 1a9b6b0..96e61c6 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2224,18 +2224,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
}
break;
- case WINED3DFMT_R5G5_SNORM_L6_UNORM:
- *convert = CONVERT_L6V5U5;
- if (gl_info->supported[NV_TEXTURE_SHADER])
- {
- desc->conv_byte_count = 3;
- /* Use format and types from table */
- } else {
- /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
- desc->conv_byte_count = 2;
- }
- break;
-
case WINED3DFMT_L4A4_UNORM:
/* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
* format+type combination to load it. Thus convert it to A8L8, then load it
@@ -2385,8 +2373,6 @@ void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL
static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
{
- IWineD3DDeviceImpl *device = This->resource.device;
- const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const BYTE *source;
BYTE *dest;
TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
@@ -2532,61 +2518,6 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
}
break;
- case CONVERT_L6V5U5:
- {
- unsigned int x, y;
- const WORD *Source;
- unsigned char *Dest;
-
- if (gl_info->supported[NV_TEXTURE_SHADER])
- {
- /* This makes the gl surface bigger(24 bit instead of 16), but it works with
- * fixed function and shaders without further conversion once the surface is
- * loaded
- */
- for(y = 0; y < height; y++) {
- Source = (const WORD *)(src + y * pitch);
- Dest = dst + y * outpitch;
- for (x = 0; x < width; x++ ) {
- short color = (*Source++);
- unsigned char l = ((color >> 10) & 0xfc);
- char v = ((color >> 5) & 0x3e);
- char u = ((color ) & 0x1f);
-
- /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
- * and doubles the positive range. Thus shift left only once, gl does the 2nd
- * shift. GL reads a signed value and converts it into an unsigned value.
- */
- /* M */ Dest[2] = l << 1;
-
- /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
- * from 5 bit values to 8 bit values.
- */
- /* V */ Dest[1] = v << 3;
- /* U */ Dest[0] = u << 3;
- Dest += 3;
- }
- }
- } else {
- for(y = 0; y < height; y++) {
- unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
- Source = (const WORD *)(src + y * pitch);
- for (x = 0; x < width; x++ ) {
- short color = (*Source++);
- unsigned char l = ((color >> 10) & 0xfc);
- short v = ((color >> 5) & 0x3e);
- short u = ((color ) & 0x1f);
- short v_conv = v + 16;
- short u_conv = u + 16;
-
- *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
- Dest_s += 1;
- }
- }
- }
- break;
- }
-
case CONVERT_A4L4:
{
unsigned int x, y;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 9a3e762..43f7340 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -241,6 +241,66 @@ struct wined3d_format_texture_info
void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
};
+static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
+{
+ unsigned int x, y;
+ const WORD *Source;
+
+ for(y = 0; y < height; y++)
+ {
+ unsigned short *Dest_s = (unsigned short *) (dst + y * pitch);
+ Source = (const WORD *)(src + y * pitch);
+ for (x = 0; x < width; x++ )
+ {
+ short color = (*Source++);
+ unsigned char l = ((color >> 10) & 0xfc);
+ short v = ((color >> 5) & 0x3e);
+ short u = ((color ) & 0x1f);
+ short v_conv = v + 16;
+ short u_conv = u + 16;
+
+ *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
+ Dest_s += 1;
+ }
+ }
+}
+
+static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
+{
+ unsigned int x, y;
+ const WORD *Source;
+ unsigned char *Dest;
+ UINT outpitch = (pitch * 3)/2;
+
+ /* This makes the gl surface bigger(24 bit instead of 16), but it works with
+ * fixed function and shaders without further conversion once the surface is
+ * loaded
+ */
+ for(y = 0; y < height; y++) {
+ Source = (const WORD *)(src + y * pitch);
+ Dest = dst + y * outpitch;
+ for (x = 0; x < width; x++ ) {
+ short color = (*Source++);
+ unsigned char l = ((color >> 10) & 0xfc);
+ char v = ((color >> 5) & 0x3e);
+ char u = ((color ) & 0x1f);
+
+ /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
+ * and doubles the positive range. Thus shift left only once, gl does the 2nd
+ * shift. GL reads a signed value and converts it into an unsigned value.
+ */
+ /* M */ Dest[2] = l << 1;
+
+ /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
+ * from 5 bit values to 8 bit values.
+ */
+ /* V */ Dest[1] = v << 3;
+ /* U */ Dest[0] = u << 3;
+ Dest += 3;
+ }
+ }
+}
+
static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height)
{
unsigned int x, y;
@@ -549,13 +609,13 @@ static const struct wined3d_format_texture_info format_texture_info[] =
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
NV_TEXTURE_SHADER, NULL},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
- GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
+ GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
- WINED3D_GL_EXT_NONE, NULL},
+ WINED3D_GL_EXT_NONE, &convert_r5g5_snorm_l6_unorm},
{WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
- GL_DSDT_MAG_NV, GL_BYTE, 0,
+ GL_DSDT_MAG_NV, GL_BYTE, 3,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
- NV_TEXTURE_SHADER, NULL},
+ NV_TEXTURE_SHADER, &convert_r5g5_snorm_l6_unorm_nv},
{WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
--
1.6.3.3
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