wined3d: Paletted texture support.
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index b11dda8..011ee4f 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1442,7 +1442,7 @@
IWineD3DSurface Internal (No mapping to directx api) parts follow
****************************************************** */
-HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp) {
+HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp) {
BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & DDSD_CKSRCBLT);
const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format);
@@ -1459,7 +1459,10 @@
/* ****************
Paletted Texture
**************** */
- if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active) {
+ /* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
+ * for texturing as it won't work for calls like glDraw-/glReadPixels and further also use conversion in case of color keying.
+ */
+ if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active || (!use_texturing && GL_SUPPORT(EXT_PALETTED_TEXTURE)) ) {
*format = GL_RGBA;
*internal = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
@@ -1688,6 +1691,58 @@
return WINED3D_OK;
}
+/* This function is used in case of 8bit paletted textures to upload the palette.
+ For now it only supports GL_EXT_paletted_texture extension but support for other
+ extensions like ARB_fragment_program and ATI_fragment_shaders will be added aswell.
+*/
+void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
+ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
+ IWineD3DPaletteImpl* pal = This->palette;
+ BYTE table[256][4];
+ int i;
+
+ 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 ((convert == CONVERT_PALETTED_CK) &&
+ (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
+ (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
+ /* We should maybe here put a more 'neutral' color than the standard bright purple
+ one often used by application to prevent the nice purple borders when bi-linear
+ filtering is on */
+ table[i][3] = 0x00;
+ } else {
+ table[i][3] = 0xFF;
+ }
+ }
+ } else {
+ TRACE("Using surface palette %p\n", pal);
+ /* Get the surface's palette */
+ for (i = 0; i < 256; i++) {
+ table[i][0] = pal->palents[i].peRed;
+ table[i][1] = pal->palents[i].peGreen;
+ table[i][2] = pal->palents[i].peBlue;
+ if ((convert == CONVERT_PALETTED_CK) &&
+ (i >= This->SrcBltCKey.dwColorSpaceLowValue) &&
+ (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
+ /* We should maybe here put a more 'neutral' color than the standard bright purple
+ one often used by application to prevent the nice purple borders when bi-linear
+ filtering is on */
+ table[i][3] = 0x00;
+ } else {
+ table[i][3] = 0xFF;
+ }
+ }
+ }
+ GL_EXTCALL(glColorTableEXT(GL_TEXTURE_2D,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
+}
+
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
@@ -1810,7 +1865,7 @@
This->glCKey = This->SrcBltCKey;
}
else This->Flags &= ~SFLAG_GLCKEY;
- d3dfmt_get_conv(This, TRUE /* We need color keying */, &format, &internal, &type, &convert, &bpp);
+ d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp);
if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
int width = This->glRect.right - This->glRect.left;
@@ -1832,6 +1887,15 @@
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
This->Flags |= SFLAG_CONVERTED;
+ } else if(This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
+ int pitch = IWineD3DSurface_GetPitch(iface);
+ d3dfmt_p8_upload_palette(iface, convert);
+
+ /* Make sure the correct pitch is used */
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
+
+ This->Flags &= ~SFLAG_CONVERTED;
+ mem = This->resource.allocatedMemory;
} else {
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;