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wined3d: Texture format corrections.
- add missing GL type and make GL cfg entries for A16B16G16R16 - correct L16 type to UNSIGNED_SHORT (..16 = short, not byte) - change internal format for X8R8G8B8 from GL_RGB to GL_RGB8 which seems more correct
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74117baa6c
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1 changed files with 10 additions and 2 deletions
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@ -1655,7 +1655,7 @@ GLint D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
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case WINED3DFMT_A8R8G8B8: retVal = GL_RGBA8; break;
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case WINED3DFMT_A8B8G8R8: retVal = GL_RGBA8; break;
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case WINED3DFMT_A2R10G10B10: retVal = GL_RGBA8; break;
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case WINED3DFMT_X8R8G8B8: retVal = GL_RGB; break;
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case WINED3DFMT_X8R8G8B8: retVal = GL_RGB8; break;
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case WINED3DFMT_A16B16G16R16: retVal = GL_RGBA16_EXT; break;
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/* to see */
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case WINED3DFMT_A8: retVal = GL_ALPHA8; break;
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@ -1769,7 +1769,7 @@ GLenum D3DFmt2GLType(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
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case WINED3DFMT_A8P8: retVal = GL_UNSIGNED_BYTE; break;
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/* Luminance */
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case WINED3DFMT_L8: retVal = GL_UNSIGNED_BYTE; break;
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case WINED3DFMT_L16: retVal = GL_UNSIGNED_BYTE; break;
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case WINED3DFMT_L16: retVal = GL_UNSIGNED_SHORT; break;
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case WINED3DFMT_A8L8: retVal = GL_UNSIGNED_BYTE; break;
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case WINED3DFMT_A4L4: retVal = GL_UNSIGNED_BYTE; break;
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/* Bump */
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@ -1789,6 +1789,7 @@ GLenum D3DFmt2GLType(IWineD3DDeviceImpl* This, D3DFORMAT fmt) {
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case WINED3DFMT_A8B8G8R8: retVal = GL_UNSIGNED_INT_8_8_8_8_REV; break;
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case WINED3DFMT_A2R10G10B10: retVal = GL_UNSIGNED_INT_2_10_10_10_REV; break;
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case WINED3DFMT_X8R8G8B8: retVal = GL_UNSIGNED_INT_8_8_8_8_REV; break;
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case WINED3DFMT_A16B16G16R16: retVal = GL_UNSIGNED_SHORT; break;
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/* to see */
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case WINED3DFMT_A8: retVal = GL_ALPHA; break;
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/* Depth + Stencil */
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@ -1942,6 +1943,13 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
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PUSH2(GLX_BLUE_SIZE, 10);
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break;
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case WINED3DFMT_A16B16G16R16:
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PUSH2(GLX_ALPHA_SIZE, 16);
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PUSH2(GLX_RED_SIZE, 16);
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PUSH2(GLX_GREEN_SIZE, 16);
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PUSH2(GLX_BLUE_SIZE, 16);
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break;
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default:
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FIXME("Unsupported color format: %s\n", debug_d3dformat(BackBufferFormat));
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break;
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