wined3d: Mark some texture formats as filterable.

Matteo Bruni matteo.mystral at gmail.com
Thu Jun 2 15:34:16 CDT 2011


These texture formats are actually filterable, so the flags were just
missing. Fixing WINED3DFMT_A8_UNORM improves the text quality in
Dragon Age 2.
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From 16d0e118ba81271aa0bc7cffd2afa63c003eda76 Mon Sep 17 00:00:00 2001
From: Matteo Bruni <mbruni at codeweavers.com>
Date: Thu, 2 Jun 2011 00:13:08 +0200
Subject: wined3d: Mark some texture formats as filterable.

---
 dlls/wined3d/utils.c |    6 +++---
 1 files changed, 3 insertions(+), 3 deletions(-)

diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 25c0512..8f48e46 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -693,11 +693,11 @@ static const struct wined3d_format_texture_info format_texture_info[] =
             WINED3D_GL_EXT_NONE,        NULL},
     {WINED3DFMT_B2G3R3_UNORM,           GL_R3_G3_B2,                      GL_R3_G3_B2,                            0,
             GL_RGB,                     GL_UNSIGNED_BYTE_3_3_2,           0,
-            WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
+            WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
             WINED3D_GL_EXT_NONE,        NULL},
     {WINED3DFMT_A8_UNORM,               GL_ALPHA8,                        GL_ALPHA8,                              0,
             GL_ALPHA,                   GL_UNSIGNED_BYTE,                 0,
-            WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING,
+            WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
             WINED3D_GL_EXT_NONE,        NULL},
     {WINED3DFMT_B4G4R4X4_UNORM,         GL_RGB4,                          GL_RGB4,                                0,
             GL_BGRA,                    GL_UNSIGNED_SHORT_4_4_4_4_REV,    0,
@@ -738,7 +738,7 @@ static const struct wined3d_format_texture_info format_texture_info[] =
             WINED3D_GL_EXT_NONE,        NULL},
     {WINED3DFMT_L4A4_UNORM,             GL_LUMINANCE4_ALPHA4,             GL_LUMINANCE4_ALPHA4,                   0,
             GL_LUMINANCE_ALPHA,         GL_UNSIGNED_BYTE,                 2,
-            0,
+            WINED3DFMT_FLAG_FILTERING,
             WINED3D_GL_EXT_NONE,        &convert_l4a4_unorm},
     /* Bump mapping stuff */
     {WINED3DFMT_R8G8_SNORM,             GL_RGB8,                          GL_RGB8,                                0,
-- 
1.7.3.4


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