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wine
wine-cw
Commits
9a6bc683
Commit
9a6bc683
authored
Aug 17, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Aug 26, 2008
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Plain Diff
wined3d: Use the correct texture limit.
We have to use the texture limit of the fragment pipeline in use here, not the fixed function GL texture limit.
parent
8fc2cfe4
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3 changed files
with
8 additions
and
1 deletion
+8
-1
device.c
dlls/wined3d/device.c
+1
-1
directx.c
dlls/wined3d/directx.c
+5
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-0
No files found.
dlls/wined3d/device.c
View file @
9a6bc683
...
...
@@ -3750,7 +3750,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
device_update_fixed_function_usage_map
(
This
);
if
(
!
GL_SUPPORT
(
NV_REGISTER_COMBINERS
)
||
This
->
stateBlock
->
lowest_disabled_stage
<=
GL_LIMITS
(
textures
)
)
{
if
(
!
GL_SUPPORT
(
NV_REGISTER_COMBINERS
)
||
This
->
stateBlock
->
lowest_disabled_stage
<=
This
->
max_ffp_textures
)
{
for
(
i
=
0
;
i
<
This
->
stateBlock
->
lowest_disabled_stage
;
++
i
)
{
if
(
!
This
->
fixed_function_usage_map
[
i
])
continue
;
...
...
dlls/wined3d/directx.c
View file @
9a6bc683
...
...
@@ -3545,6 +3545,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
WINED3DDISPLAYMODE
mode
;
const
struct
fragment_pipeline
*
frag_pipeline
=
NULL
;
int
i
;
struct
fragment_caps
ffp_caps
;
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
* number and create a device without a 3D adapter for 2D only operation.
...
...
@@ -3597,10 +3598,14 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
select_shader_mode
(
&
GLINFO_LOCATION
,
DeviceType
,
&
object
->
ps_selected_mode
,
&
object
->
vs_selected_mode
);
object
->
shader_backend
=
select_shader_backend
(
Adapter
,
DeviceType
);
memset
(
&
ffp_caps
,
0
,
sizeof
(
ffp_caps
));
frag_pipeline
=
select_fragment_implementation
(
Adapter
,
DeviceType
);
object
->
frag_pipe
=
frag_pipeline
;
frag_pipeline
->
get_caps
(
DeviceType
,
&
GLINFO_LOCATION
,
&
ffp_caps
);
object
->
max_ffp_textures
=
ffp_caps
.
MaxSimultaneousTextures
;
compile_state_table
(
object
->
StateTable
,
object
->
multistate_funcs
,
&
GLINFO_LOCATION
,
ffp_vertexstate_template
,
frag_pipeline
,
misc_state_template
);
object
->
blitter
=
select_blit_implementation
(
Adapter
,
DeviceType
);
/* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
...
...
dlls/wined3d/wined3d_private.h
View file @
9a6bc683
...
...
@@ -859,6 +859,8 @@ struct IWineD3DDeviceImpl
const
struct
fragment_pipeline
*
frag_pipe
;
const
struct
blit_shader
*
blitter
;
unsigned
int
max_ffp_textures
;
/* To store */
BOOL
view_ident
;
/* true iff view matrix is identity */
BOOL
untransformed
;
...
...
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