wined3d: Surface pixel format conversion code.

This commit is contained in:
Stefan Dösinger 2006-05-22 23:49:09 +02:00 committed by Alexandre Julliard
parent 22bd7a3d01
commit 9d75802a21

View file

@ -1,6 +1,7 @@
/*
* IWineD3DSurface Implementation
*
* Copyright 1998 Lionel Ulmer
* Copyright 2000-2001 TransGaming Technologies Inc.
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
@ -1149,6 +1150,271 @@ HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
/* ******************************************************
IWineD3DSurface Internal (No mapping to directx api) parts follow
****************************************************** */
typedef enum {
NO_CONVERSION,
CONVERT_PALETTED,
CONVERT_PALETTED_CK,
CONVERT_CK_565,
CONVERT_CK_5551,
CONVERT_CK_4444,
CONVERT_CK_4444_ARGB,
CONVERT_CK_1555,
CONVERT_555,
CONVERT_CK_RGB24,
CONVERT_CK_8888,
CONVERT_CK_8888_ARGB,
CONVERT_RGB32_888
} CONVERT_TYPES;
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp) {
BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & DDSD_CKSRCBLT);
/* Default values: From the surface */
*format = D3DFmt2GLFmt(This->resource.wineD3DDevice,
This->resource.format);
*internal = D3DFmt2GLIntFmt(This->resource.wineD3DDevice,
This->resource.format);
*type = D3DFmt2GLType(This->resource.wineD3DDevice,
This->resource.format);
*convert = NO_CONVERSION;
*target_bpp = This->bytesPerPixel;
/* Ok, now look if we have to do any conversion */
switch(This->resource.format) {
case WINED3DFMT_P8:
/* ****************
Paletted Texture
**************** */
if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active) {
*format = GL_RGBA;
*internal = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
*target_bpp = 4;
if(colorkey_active) {
*convert = CONVERT_PALETTED;
} else {
*convert = CONVERT_PALETTED_CK;
}
}
break;
case WINED3DFMT_R3G3B2:
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
if (colorkey_active) {
/* This texture format will never be used.. So do not care about color keying
up until the point in time it will be needed :-) */
FIXME(" ColorKeying not supported in the RGB 332 format !\n");
}
break;
case WINED3DFMT_R5G6B5:
if (colorkey_active) {
*convert = CONVERT_CK_565;
*format = GL_RGBA;
*internal = GL_RGBA;
*type = GL_UNSIGNED_SHORT_5_5_5_1;
}
break;
case WINED3DFMT_R8G8B8:
if (colorkey_active) {
*convert = CONVERT_CK_RGB24;
*format = GL_RGBA;
*internal = GL_RGBA;
*type = GL_UNSIGNED_INT_8_8_8_8;
*target_bpp = 4;
}
break;
case WINED3DFMT_X8R8G8B8:
if (colorkey_active) {
*convert = CONVERT_RGB32_888;
*format = GL_RGBA;
*internal = GL_RGBA;
*type = GL_UNSIGNED_INT_8_8_8_8;
}
break;
#if 0
/* Not sure if we should do color keying on Alpha-Enabled surfaces */
case WINED3DFMT_A4R4G4B4:
if (colorkey_active)
{
*convert = CONVERT_CK_4444_ARGB;
*format = GL_RGBA;
*internal = GL_RGBA;
*type = GL_UNSIGNED_SHORT_4_4_4_4;
}
break;
case WINED3DFMT_A1R5G5B5:
if (colorkey_active)
{
*convert = CONVERT_CK_1555;
}
case WINED3DFMT_A8R8G8B8:
if (colorkey_active)
{
*convert = CONVERT_CK_8888_ARGB;
*format = GL_RGBA;
*internal = GL_RGBA;
*type = GL_UNSIGNED_INT_8_8_8_8;
}
break;
#endif
default:
break;
}
return WINED3D_OK;
}
HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, unsigned long len, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf) {
TRACE("(%p)->(%p),(%ld,%d,%p)\n", src, dst, len, convert, surf);
switch (convert) {
case NO_CONVERSION:
{
memcpy(dst, src, len * surf->bytesPerPixel);
break;
}
case CONVERT_PALETTED:
case CONVERT_PALETTED_CK:
{
IWineD3DPaletteImpl* pal = surf->palette;
BYTE table[256][4];
unsigned int i;
unsigned int x;
if( pal == NULL) {
/* TODO: If we are a sublevel, try to get the palette from level 0 */
}
if (pal == NULL) {
/* Still no palette? Use the device's palette */
/* Get the surface's palette */
for (i = 0; i < 256; i++) {
IWineD3DDeviceImpl *device = surf->resource.wineD3DDevice;
table[i][0] = device->palettes[device->currentPalette][i].peRed;
table[i][1] = device->palettes[device->currentPalette][i].peGreen;
table[i][2] = device->palettes[device->currentPalette][i].peBlue;
if ((convert == CONVERT_PALETTED_CK) &&
(i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi-linear
filtering is on */
table[i][3] = 0x00;
} else {
table[i][3] = 0xFF;
}
}
} else {
TRACE("Using surface palette %p\n", pal);
/* Get the surface's palette */
for (i = 0; i < 256; i++) {
table[i][0] = pal->palents[i].peRed;
table[i][1] = pal->palents[i].peGreen;
table[i][2] = pal->palents[i].peBlue;
if ((convert == CONVERT_PALETTED_CK) &&
(i >= surf->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= surf->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi-linear
filtering is on */
table[i][3] = 0x00;
} else {
table[i][3] = 0xFF;
}
}
}
for (x = 0; x < len; x++) {
BYTE color = *src++;
*dst++ = table[color][0];
*dst++ = table[color][1];
*dst++ = table[color][2];
*dst++ = table[color][3];
}
}
break;
case CONVERT_CK_565:
{
/* Converting the 565 format in 5551 packed to emulate color-keying.
Note : in all these conversion, it would be best to average the averaging
pixels to get the color of the pixel that will be color-keyed to
prevent 'color bleeding'. This will be done later on if ever it is
too visible.
Note2: when using color-keying + alpha, are the alpha bits part of the
color-space or not ?
*/
unsigned int x;
WORD *Source = (WORD *) src;
WORD *Dest = (WORD *) dst;
TRACE("Color keyed 565\n");
for (x = 0; x < len; x++ ) {
WORD color = *Source++;
*Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) ||
(color > surf->SrcBltCKey.dwColorSpaceHighValue)) {
*Dest |= 0x0001;
}
Dest++;
}
}
break;
case CONVERT_CK_1555:
{
unsigned int x;
WORD *Source = (WORD *) src;
WORD *Dest = (WORD *) dst;
for (x = 0; x < len * sizeof(WORD); x+=sizeof(WORD)) {
WORD color = *Source++;
*Dest = (color & 0x7FFF);
if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) ||
(color > surf->SrcBltCKey.dwColorSpaceHighValue))
*Dest |= (color & 0x8000);
Dest++;
}
}
break;
case CONVERT_CK_4444_ARGB:
{
/* Move the four Alpha bits... */
unsigned int x;
WORD *Source = (WORD *) src;
WORD *Dest = (WORD *) dst;
for (x = 0; x < len; x++) {
WORD color = *Source++;
*dst = (color & 0x0FFF) << 4;
if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) ||
(color > surf->SrcBltCKey.dwColorSpaceHighValue))
*Dest |= (color & 0xF000) >> 12;
Dest++;
}
} break;
default:
ERR("Unsupported conversation type %d\n", convert);
}
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
@ -1161,19 +1427,12 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
return WINED3D_OK;
}
if(!This->Flags & SFLAG_OVERSIZE) {
ERR("Loading an oversized texture not supported yet, will follow soon\n");
return WINED3D_OK; /* Return OK for now, easier for merging the code */
}
This->Flags &= ~SFLAG_DIRTY;
/* Resources are placed in system RAM and do not need to be recreated when a device is lost.
* These resources are not bound by device size or format restrictions. Because of this,
* these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
* However, these resources can always be created, locked, and copied.
* In general never store scratch or system mem textures in the video ram. However it is allowed
* for system memory textures when WINED3DDEVCAPS_TEXTURESYSTEMMEMORY is set but it isn't right now.
*/
if (This->resource.pool == WINED3DPOOL_SCRATCH)
{
@ -1217,58 +1476,6 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
return WINED3D_OK;
}
if ((This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) &&
!GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
/**
* wanted a paletted texture and not really support it in HW
* so software emulation code begin
*/
UINT i;
PALETTEENTRY* pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
VOID* surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->currentDesc.Width * This->currentDesc.Height * sizeof(DWORD));
BYTE* dst = (BYTE*) surface;
BYTE* src = (BYTE*) This->resource.allocatedMemory;
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
BYTE color = *src++;
*dst++ = pal[color].peRed;
*dst++ = pal[color].peGreen;
*dst++ = pal[color].peBlue;
if (This->resource.format == WINED3DFMT_A8P8)
*dst++ = pal[color].peFlags;
else
*dst++ = 0xFF;
}
ENTER_GL();
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
This->glDescription.target,
This->glDescription.level,
GL_RGBA,
This->currentDesc.Width,
This->currentDesc.Height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
surface);
glTexImage2D(This->glDescription.target,
This->glDescription.level,
GL_RGBA,
This->currentDesc.Width,
This->currentDesc.Height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
surface);
checkGLcall("glTexImage2D");
HeapFree(GetProcessHeap(), 0, surface);
LEAVE_GL();
return WINED3D_OK;
}
/* TODO: Compressed non-power 2 support */
if (This->resource.format == WINED3DFMT_DXT1 ||
@ -1309,9 +1516,41 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
}
}
} else {
GLenum format, internal, type;
CONVERT_TYPES convert;
int bpp;
BYTE *mem;
d3dfmt_get_conv(This, TRUE /* We need color keying */, &format, &internal, &type, &convert, &bpp);
if((convert != NO_CONVERSION) &&
This->resource.allocatedMemory) {
int width = This->glRect.right - This->glRect.left;
int height = This->glRect.bottom - This->glRect.top;
int row;
mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
if(!mem) {
ERR("Out of memory %d, %d!\n", width, height);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
for(row = This->glRect.top; row < This->glRect.bottom; row++) {
BYTE *cur = This->resource.allocatedMemory + row * This->pow2Width * This->bytesPerPixel;
d3dfmt_convert_surface(cur + This->glRect.left * This->bytesPerPixel,
mem + row * width * bpp,
width,
convert,
This);
}
This->Flags |= SFLAG_CONVERTED;
} else {
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;
}
/* TODO: possibly use texture rectangle (though we are probably more compatible without it) */
if (NP2_REPACK == wined3d_settings.nonpower2_mode && (This->Flags & SFLAG_NONPOW2)) {
if (NP2_REPACK == wined3d_settings.nonpower2_mode && (This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE) ) {
TRACE("non power of two support\n");
@ -1359,31 +1598,37 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
} else {
TRACE("Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
TRACE("Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%ld, h=%ld,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
This->glDescription.target,
This->glDescription.level,
debug_d3dformat(This->resource.format),
This->glDescription.glFormatInternal,
This->pow2Width,
This->pow2Height,
This->glRect.right - This->glRect.left,
This->glRect.bottom - This->glRect.top,
0,
This->glDescription.glFormat,
This->glDescription.glType,
This->resource.allocatedMemory);
mem);
ENTER_GL();
/* OK, create the texture */
glTexImage2D(This->glDescription.target,
This->glDescription.level,
This->glDescription.glFormatInternal,
This->pow2Width,
This->pow2Height,
internal,
This->glRect.right - This->glRect.left,
This->glRect.bottom - This->glRect.top,
0 /* border */,
This->glDescription.glFormat,
This->glDescription.glType,
This->resource.allocatedMemory);
format,
type,
mem);
checkGLcall("glTexImage2D");
LEAVE_GL();
}
if(mem != This->resource.allocatedMemory)
HeapFree(GetProcessHeap(), 0, mem);
#if 0
{