Module: wine
Branch: master
Commit: bf9cc30aacf84798422b2ba2862a889d2128f403
URL: http://source.winehq.org/git/wine.git/?a=commit;h=bf9cc30aacf84798422b2ba28…
Author: Stefan Dösinger <stefan(a)codeweavers.com>
Date: Mon Sep 24 16:16:31 2007 +0200
wined3d: Put V8U8 back into the UNKNOWN format group.
---
dlls/wined3d/arb_program_shader.c | 7 ++++++-
dlls/wined3d/utils.c | 33 ++++++++++++++++++++++++---------
2 files changed, 30 insertions(+), 10 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 4d404d6..3ceffe7 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -598,10 +598,15 @@ static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
case WINED3DFMT_V16U16:
if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
- /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
+#if 0
+ /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
+ * disabled until an application that needs it is found because it causes unneeded
+ * shader recompilation in some game
+ */
if(strlen(writemask) >= 4) {
shader_addline(arg->buffer, "MOV %s.%c, one.z;\n", reg, writemask[3]);
}
+#endif
} else {
/* Correct the sign, but leave the blue as it is - it was loaded correctly already
* ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 4765ae5..bd1d7d3 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -230,18 +230,33 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
}
- /* V8U8 and V16U16 are always tidied up in the pixel shader - blue is set to 1.0.
- * They can't be switched with other formats, but they can be switched with each other,
- * except if GL_ATI_envmap_bumpmap is supported. In this case, V8U8 uses the gl native format,
- * but V16U16 is converted.
+ /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
+ * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
+ * their extensions are not available.
+ *
+ * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
+ * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
+ * an application that needs this because it causes performance problems due to
+ * shader recompiling in some games.
*/
- dst = getFmtIdx(WINED3DFMT_V8U8);
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
- dst = getFmtIdx(WINED3DFMT_V16U16);
- if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
+ if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
+ /* signed -> unsigned fixup */
+ dst = getFmtIdx(WINED3DFMT_V8U8);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
- } else {
+ dst = getFmtIdx(WINED3DFMT_V16U16);
+ gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
+ } else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
+ /* signed -> unsigned fixup */
+ dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
+ } else {
+ /* Blue = 1.0 fixup, disabled for now */
+#if 0
+ dst = getFmtIdx(WINED3DFMT_V8U8);
+ gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
+ dst = getFmtIdx(WINED3DFMT_V16U16);
+ gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
+#endif
}
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {