wined3d: Allow read back of P8 surfaces. This fixes some of the redrawing issues in Red Alert.

oldstable
Roderick Colenbrander 2008-02-05 10:15:46 +01:00 committed by Alexandre Julliard
parent f84589ea1f
commit 424e9c3e08
1 changed files with 15 additions and 6 deletions

View File

@ -55,7 +55,8 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
return;
}
if(This->Flags & SFLAG_CONVERTED) {
/* Only support read back of converted P8 surfaces */
if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
return;
}
@ -86,9 +87,17 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
LEAVE_GL();
} else {
void *mem;
GLenum format = This->glDescription.glFormat;
GLenum type = This->glDescription.glType;
int src_pitch = 0;
int dst_pitch = 0;
/* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
if(This->resource.format == WINED3DFMT_P8) {
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
}
if (This->Flags & SFLAG_NONPOW2) {
unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
src_pitch = This->bytesPerPixel * This->pow2Width;
@ -100,21 +109,21 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
}
TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
This->glDescription.glFormat, This->glDescription.glType, mem);
format, type, mem);
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
checkGLcall("glBindBufferARB");
glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
This->glDescription.glType, NULL);
glGetTexImage(This->glDescription.target, This->glDescription.level, format,
type, NULL);
checkGLcall("glGetTexImage()");
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
} else {
glGetTexImage(This->glDescription.target, This->glDescription.level, This->glDescription.glFormat,
This->glDescription.glType, mem);
glGetTexImage(This->glDescription.target, This->glDescription.level, format,
type, mem);
checkGLcall("glGetTexImage()");
}
LEAVE_GL();