Commit 0b4ad32c authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Move sampler_texdim() and texture_activate_dimensions() to ffp_gl.c.

parent 4a30ab29
......@@ -1314,6 +1314,121 @@ void state_fogdensity(struct wined3d_context *context, const struct wined3d_stat
checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
}
/* Activates the texture dimension according to the bound D3D texture. Does
* not care for the colorop or correct gl texture unit (when using nvrc).
* Requires the caller to activate the correct unit. */
/* Context activation is done by the caller (state handler). */
void texture_activate_dimensions(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
if (texture)
{
switch (wined3d_texture_gl(texture)->target)
{
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
break;
case GL_TEXTURE_RECTANGLE_ARB:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
break;
case GL_TEXTURE_3D:
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
break;
case GL_TEXTURE_CUBE_MAP_ARB:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
break;
}
}
else
{
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
/* Binding textures is done by samplers. A dummy texture will be bound. */
}
}
/* Context activation is done by the caller (state handler). */
void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
unsigned int sampler = state_id - STATE_SAMPLER(0);
unsigned int mapped_stage;
/* No need to enable / disable anything here for unused samplers. The
* tex_colorop handler takes care. Also no action is needed with pixel
* shaders, or if tex_colorop will take care of this business. */
mapped_stage = context_gl->tex_unit_map[sampler];
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.ffp_textures)
return;
if (sampler >= context->lowest_disabled_stage)
return;
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
return;
wined3d_context_gl_active_texture(context_gl, context_gl->gl_info, sampler);
texture_activate_dimensions(wined3d_state_get_ffp_texture(state, sampler), context_gl->gl_info);
}
static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
......
......@@ -6680,118 +6680,6 @@ void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *des
}
}
/* Activates the texture dimension according to the bound D3D texture. Does
* not care for the colorop or correct gl texture unit (when using nvrc).
* Requires the caller to activate the correct unit. */
/* Context activation is done by the caller (state handler). */
void texture_activate_dimensions(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
if (texture)
{
switch (wined3d_texture_gl(texture)->target)
{
case GL_TEXTURE_2D:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
break;
case GL_TEXTURE_RECTANGLE_ARB:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
break;
case GL_TEXTURE_3D:
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
break;
case GL_TEXTURE_CUBE_MAP_ARB:
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
break;
}
}
else
{
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
/* Binding textures is done by samplers. A dummy texture will be bound */
}
}
/* Context activation is done by the caller (state handler). */
void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
unsigned int sampler = state_id - STATE_SAMPLER(0);
unsigned int mapped_stage;
/* No need to enable / disable anything here for unused samplers. The
* tex_colorop handler takes care. Also no action is needed with pixel
* shaders, or if tex_colorop will take care of this business. */
mapped_stage = context_gl->tex_unit_map[sampler];
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context_gl->gl_info->limits.ffp_textures)
return;
if (sampler >= context->lowest_disabled_stage)
return;
if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
return;
wined3d_context_gl_active_texture(context_gl, context_gl->gl_info, sampler);
texture_activate_dimensions(wined3d_state_get_ffp_texture(state, sampler), context_gl->gl_info);
}
int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct ffp_frag_settings *ka = key;
......
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