xserver: Branch 'master'
Adam Jackson
ajax at kemper.freedesktop.org
Fri Jul 15 13:58:27 UTC 2016
dix/cursor.c | 23 +++++++++++++++++++++++
1 file changed, 23 insertions(+)
New commits:
commit 401a8d6e1379133863e3271374dc21850d0d3cab
Author: Michel Dänzer <michel.daenzer at amd.com>
Date: Tue Jun 28 17:22:47 2016 +0900
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 at amd.com>
Reviewed-by: Alex Deucher <alexander.deucher at amd.com>
diff --git a/dix/cursor.c b/dix/cursor.c
index e459456..25d6767 100644
--- a/dix/cursor.c
+++ b/dix/cursor.c
@@ -288,6 +288,29 @@ AllocARGBCursor(unsigned char *psrcbits, unsigned char *pmaskbits,
goto error;
*ppCurs = pCurs;
+
+ if (argb) {
+ size_t i, size = bits->width * bits->height;
+
+ for (i = 0; i < size; i++) {
+ if ((argb[i] & 0xff000000) == 0 && (argb[i] & 0xffffff) != 0) {
+ /* ARGB data doesn't seem pre-multiplied, fix it */
+ for (i = 0; i < size; i++) {
+ CARD32 a, ar, ag, ab;
+
+ a = argb[i] >> 24;
+ ar = a * ((argb[i] >> 16) & 0xff) / 0xff;
+ ag = a * ((argb[i] >> 8) & 0xff) / 0xff;
+ ab = a * (argb[i] & 0xff) / 0xff;
+
+ argb[i] = a << 24 | ar << 16 | ag << 8 | ab;
+ }
+
+ break;
+ }
+ }
+ }
+
return Success;
error:
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