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List: wine-patches
Subject: [PATCH 3/5] wined3d: Make the condition to enter p8 conversion shader
From: Alexander Dorofeyev <alexd4 () inbox ! lv>
Date: 2008-08-31 14:05:37
Message-ID: 48BAA531.6020206 () inbox ! lv
[Download RAW message or body]
This prevents shader path from being entered for an offscreen surface when there
is p8 render target and fixes failures in ddraw visual test (with opengl
rendering and RTL_READDRAW mode) and visual glitches in Red Alert.
---
dlls/wined3d/surface.c | 6 +++++-
1 files changed, 5 insertions(+), 1 deletions(-)
["253a81cf84a184ee2aa33f35a4450a221af14eb5.diff" (text/x-patch)]
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 2e7659a..bc62d00 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1528,7 +1528,11 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL \
need_alpha_ck, BOOL use_
* in which the main render target uses p8. Some games like GTA Vice \
City use P8 for texturing which
* conflicts with this.
*/
- if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) || \
(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && primary_render_target_is_p8(device))) || \
colorkey_active || !use_texturing ) { + if( \
!(GL_SUPPORT(EXT_PALETTED_TEXTURE) || + \
(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && + device->render_targets &&
+ This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
+ colorkey_active || !use_texturing ) {
*format = GL_RGBA;
*internal = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
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