Stefan Dösinger : wined3d: Don' t use TXP for rectangle P8 textures.
Module: wine Branch: master Commit: e178b7ec9a206f5e32b38ba6cd6fb7d8cfaa964b URL: http://source.winehq.org/git/wine.git/?a=commit;h=e178b7ec9a206f5e32b38ba6cd... Author: Stefan Dösinger <stefan(a)codeweavers.com> Date: Wed Feb 4 13:45:31 2015 +0100 wined3d: Don't use TXP for rectangle P8 textures. This was probably taken from the YUV shaders, incorrectly and in reverse logic. It did happen to work though because fragment.texcoord[0].w is 1.0. --- dlls/wined3d/arb_program_shader.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index a7babda..763a4a2 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -7255,7 +7255,7 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv, /* The alpha-component contains the palette index */ if(textype == GL_TEXTURE_RECTANGLE_ARB) - shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n"); + shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], RECT;\n"); else shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
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Alexandre Julliard