wined3d: Move L6V5U5 conversion to the formats table.

This commit is contained in:
Roderick Colenbrander 2010-04-12 20:59:57 +02:00 committed by Alexandre Julliard
parent 6000b08ca7
commit 798ba56c1b
2 changed files with 64 additions and 73 deletions

View file

@ -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;

View file

@ -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,