wined3d: Read WINED3D_TEXTURE_COLOR_KEY and gl_color_key to find format conversions.

The idea is to make it clear that wined3d_texture_load is responsible
for checking the color key for changes. Once we can do color keying in
the shader we also have one place where we can disable the surface
conversion.
oldstable
Stefan Dösinger 2015-02-17 23:09:37 +01:00 committed by Alexandre Julliard
parent e53d22b0c0
commit 52ab9e382e
2 changed files with 2 additions and 2 deletions

View File

@ -4217,7 +4217,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
if (texture->swapchain && texture->swapchain->palette)
palette = texture->swapchain->palette;
conversion->convert(data.addr, src_pitch, mem, dst_pitch,
width, height, palette, &texture->src_blt_color_key);
width, height, palette, &texture->gl_color_key);
src_pitch = dst_pitch;
data.addr = mem;
}

View File

@ -795,7 +795,7 @@ const struct wined3d_color_key_conversion * wined3d_format_get_color_key_convers
WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
};
if (need_alpha_ck && (texture->color_key_flags & WINED3D_CKEY_SRC_BLT))
if (need_alpha_ck && (texture->flags & WINED3D_TEXTURE_COLOR_KEY))
{
for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
{