From 08013374965b9169ed812bc1fb4d63c6991a76b2 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 16 Jun 2020 22:29:36 +0430 Subject: [PATCH] wined3d: Get rid of the special format handling in wined3d_check_depth_stencil_format(). By simply removing WINED3DFMT_FLAG_DEPTH_STENCIL from WINED3DFMT_S1_UINT_D15_UNORM and WINED3DFMT_S4X4_UINT_D24_UNORM. That's also the only way these formats could be used by GL, so this allows us to remove them from format_texture_info[] completely. Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/directx.c | 8 ------ dlls/wined3d/utils.c | 62 ------------------------------------------ 2 files changed, 70 deletions(-) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index efae3444eec..456cb9ad124 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -1506,14 +1506,6 @@ static BOOL wined3d_check_depth_stencil_format(const struct wined3d_adapter *ada if (!ds_format->depth_size && !ds_format->stencil_size) return FALSE; - /* Blacklist formats not supported on Windows */ - if (ds_format->id == WINED3DFMT_S1_UINT_D15_UNORM /* Breaks the shadowvol2 dx7 sdk sample */ - || ds_format->id == WINED3DFMT_S4X4_UINT_D24_UNORM) - { - TRACE("Format %s is blacklisted.\n", debug_d3dformat(ds_format->id)); - return FALSE; - } - return adapter->adapter_ops->adapter_check_format(adapter, adapter_format, NULL, ds_format); } diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 2a3c04f4352..da17ee7296b 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -1007,52 +1007,6 @@ static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, } } -static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch, - UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth) -{ - unsigned int x, y, z; - - for (z = 0; z < depth; z++) - { - for (y = 0; y < height; ++y) - { - const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch); - DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch); - - for (x = 0; x < width; ++x) - { - /* The depth data is normalized, so needs to be scaled, - * the stencil data isn't. Scale depth data by - * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */ - WORD d15 = source[x] >> 1; - DWORD d24 = (d15 << 9) + (d15 >> 6); - dest[x] = (d24 << 8) | (source[x] & 0x1); - } - } - } -} - -static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch, - UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth) -{ - unsigned int x, y, z; - - for (z = 0; z < depth; z++) - { - for (y = 0; y < height; ++y) - { - const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch); - DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch); - - for (x = 0; x < width; ++x) - { - /* Just need to clear out the X4 part. */ - dest[x] = source[x] & ~0xf0; - } - } - } -} - static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch, UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth) { @@ -1791,14 +1745,6 @@ static const struct wined3d_format_texture_info format_texture_info[] = GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, NULL}, - {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, - WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, - ARB_DEPTH_TEXTURE, NULL}, - {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, - GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4, - WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, - EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm}, {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING @@ -1818,14 +1764,6 @@ static const struct wined3d_format_texture_info format_texture_info[] = WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, ARB_DEPTH_TEXTURE, x8_d24_unorm_upload, x8_d24_unorm_download}, - {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, - WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, - ARB_DEPTH_TEXTURE, NULL}, - {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0, - GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4, - WINED3DFMT_FLAG_DEPTH_STENCIL | WINED3DFMT_FLAG_SHADOW, - EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm}, {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, WINED3DFMT_FLAG_DEPTH_STENCIL,