Roderick Colenbrander : wined3d: Fix inverse palette lookup for P8 surfaces .
Alexandre Julliard
julliard at winehq.org
Fri Oct 12 05:23:03 CDT 2007
Module: wine
Branch: master
Commit: 5749dd40518aed6fff7abea8f5283fe324c55e1a
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5749dd40518aed6fff7abea8f5283fe324c55e1a
Author: Roderick Colenbrander <thunderbird2k at gmx.net>
Date: Thu Oct 11 22:04:48 2007 +0200
wined3d: Fix inverse palette lookup for P8 surfaces.
The previous method didn't take into account duplicate entries for the same color.
---
dlls/wined3d/surface.c | 76 ++++++++++++++++++++++++++++++++++--------------
1 files changed, 54 insertions(+), 22 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 938df0d..bbf51c7 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -487,24 +487,32 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
{
case WINED3DFMT_P8:
{
- /* GL can't return palettized data, so read ARGB pixels into a
- * separate block of memory and convert them into palettized format
- * in software. Slow, but if the app means to use palettized render
- * targets and locks it...
- *
- * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
- * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
- * for the color channels when palettizing the colors.
- */
- fmt = GL_RGB;
- type = GL_UNSIGNED_BYTE;
- pitch *= 3;
- mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
- if(!mem) {
- ERR("Out of memory\n");
- return;
+ if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
+ /* In case of P8 render targets the index is stored in the alpha component */
+ fmt = GL_ALPHA;
+ type = GL_UNSIGNED_BYTE;
+ mem = dest;
+ bpp = This->bytesPerPixel;
+ } else {
+ /* GL can't return palettized data, so read ARGB pixels into a
+ * separate block of memory and convert them into palettized format
+ * in software. Slow, but if the app means to use palettized render
+ * targets and locks it...
+ *
+ * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
+ * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
+ * for the color channels when palettizing the colors.
+ */
+ fmt = GL_RGB;
+ type = GL_UNSIGNED_BYTE;
+ pitch *= 3;
+ mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
+ if(!mem) {
+ ERR("Out of memory\n");
+ return;
+ }
+ bpp = This->bytesPerPixel * 3;
}
- bpp = This->bytesPerPixel * 3;
}
break;
@@ -576,7 +584,12 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
}
}
- if(This->resource.format == WINED3DFMT_P8) {
+ /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
+ * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
+ * the same color but we have no choice.
+ * In case of render targets, the index is stored in the alpha component so no conversion is needed.
+ */
+ if((This->resource.format == WINED3DFMT_P8) && !(This->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
PALETTEENTRY *pal;
DWORD width = pitch / 3;
int x, y, c;
@@ -1892,18 +1905,33 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN
static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE (*table)[4], BOOL colorkey) {
IWineD3DPaletteImpl* pal = This->palette;
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+ BOOL index_in_alpha = FALSE;
int i;
+ /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
+ * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
+ * is slow. Further RGB->P8 conversion is not possible because palettes can have
+ * duplicate entries. Store the color key in the unused alpha component to speed the
+ * download up and to make conversion unneeded. */
+ if (device->render_targets && device->render_targets[0]) {
+ IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
+
+ if(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
+ index_in_alpha = TRUE;
+ }
+
if (pal == NULL) {
/* Still no palette? Use the device's palette */
/* Get the surface's palette */
for (i = 0; i < 256; i++) {
- IWineD3DDeviceImpl *device = This->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 (colorkey &&
+
+ if(index_in_alpha) {
+ table[i][3] = i;
+ } else if (colorkey &&
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
@@ -1921,7 +1949,11 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE (*table)[4],
table[i][0] = pal->palents[i].peRed;
table[i][1] = pal->palents[i].peGreen;
table[i][2] = pal->palents[i].peBlue;
- if (colorkey &&
+
+ if(index_in_alpha) {
+ table[i][3] = i;
+ }
+ else if (colorkey &&
(i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
(i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
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