dix: Work around non-premultiplied ARGB cursor data
Some games incorrectly use non-premultiplied ARGB cursor data, presumably because that's what Windows uses. On some hardware (and with SWcursor), this breaks areas of the cursor which are supposed to be transparent (and presumably also translucent areas, but that's less noticeable). This change checks for pixels with alpha == 0 and any non-alpha component != 0. If any such pixel is found, the data is assumed to be non-premultiplied and fixed up by multiplying the RGB components with the alpha component. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92309 Signed-off-by: Michel Dänzer <michel.daenzer@amd.com> Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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033888e776
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23
dix/cursor.c
23
dix/cursor.c
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@ -288,6 +288,29 @@ AllocARGBCursor(unsigned char *psrcbits, unsigned char *pmaskbits,
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goto error;
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*ppCurs = pCurs;
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if (argb) {
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size_t i, size = bits->width * bits->height;
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for (i = 0; i < size; i++) {
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if ((argb[i] & 0xff000000) == 0 && (argb[i] & 0xffffff) != 0) {
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/* ARGB data doesn't seem pre-multiplied, fix it */
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for (i = 0; i < size; i++) {
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CARD32 a, ar, ag, ab;
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a = argb[i] >> 24;
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ar = a * ((argb[i] >> 16) & 0xff) / 0xff;
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ag = a * ((argb[i] >> 8) & 0xff) / 0xff;
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ab = a * (argb[i] & 0xff) / 0xff;
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argb[i] = a << 24 | ar << 16 | ag << 8 | ab;
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}
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break;
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}
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}
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}
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return Success;
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error:
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