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wine
wine-winehq
Commits
5b7758f8
Commit
5b7758f8
authored
Jun 25, 2007
by
H. Verbeet
Committed by
Alexandre Julliard
Jun 26, 2007
Browse files
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Plain Diff
wined3d: Increase the sizes of texturing related arrays, in order to support vertex textures.
parent
9c44b67d
Hide whitespace changes
Inline
Side-by-side
Showing
6 changed files
with
52 additions
and
39 deletions
+52
-39
device.c
dlls/wined3d/device.c
+8
-5
directx.c
dlls/wined3d/directx.c
+1
-1
drawprim.c
dlls/wined3d/drawprim.c
+1
-1
state.c
dlls/wined3d/state.c
+5
-1
stateblock.c
dlls/wined3d/stateblock.c
+18
-14
wined3d_private.h
dlls/wined3d/wined3d_private.h
+19
-17
No files found.
dlls/wined3d/device.c
View file @
5b7758f8
...
...
@@ -1810,7 +1810,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* TODO: Test if OpenGL is compiled in and loaded */
/* Initialize the texture unit mapping to a 1:1 mapping */
for
(
state
=
0
;
state
<
MAX_SAMPLERS
;
state
++
)
{
for
(
state
=
0
;
state
<
MAX_COMBINED_SAMPLERS
;
++
state
)
{
if
(
state
<
GL_LIMITS
(
fragment_samplers
))
{
This
->
texUnitMap
[
state
]
=
state
;
This
->
rev_tex_unit_map
[
state
]
=
state
;
...
...
@@ -1941,9 +1941,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
This
->
cursorTexture
=
0
;
}
for
(
sampler
=
0
;
sampler
<
MAX_SAMPLERS
;
++
sampler
)
{
for
(
sampler
=
0
;
sampler
<
MAX_
FRAGMENT_
SAMPLERS
;
++
sampler
)
{
IWineD3DDevice_SetTexture
(
iface
,
sampler
,
NULL
);
}
for
(
sampler
=
0
;
sampler
<
MAX_VERTEX_SAMPLERS
;
++
sampler
)
{
IWineD3DDevice_SetTexture
(
iface
,
WINED3DVERTEXTEXTURESAMPLER0
+
sampler
,
NULL
);
}
/* Release the buffers (with sanity checks)*/
TRACE
(
"Releasing the depth stencil buffer at %p
\n
"
,
This
->
stencilBufferTarget
);
...
...
@@ -3215,7 +3218,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
device_update_fixed_function_usage_map
(
This
);
if
(
This
->
stateBlock
->
lowest_disabled_stage
<=
GL_LIMITS
(
textures
))
{
for
(
i
=
0
;
i
<
MAX_SAMPLERS
;
++
i
)
{
for
(
i
=
0
;
i
<
MAX_
FRAGMENT_
SAMPLERS
;
++
i
)
{
if
(
This
->
texUnitMap
[
i
]
!=
i
)
{
device_map_stage
(
This
,
i
,
i
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
i
));
...
...
@@ -3269,7 +3272,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
static
void
device_map_psamplers
(
IWineD3DDeviceImpl
*
This
)
{
int
i
;
for
(
i
=
0
;
i
<
MAX_SAMPLERS
;
++
i
)
{
for
(
i
=
0
;
i
<
MAX_
FRAGMENT_
SAMPLERS
;
++
i
)
{
if
(
This
->
texUnitMap
[
i
]
!=
i
)
{
device_map_stage
(
This
,
i
,
i
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
i
));
...
...
@@ -6263,7 +6266,7 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
case
WINED3DRTYPE_TEXTURE
:
case
WINED3DRTYPE_CUBETEXTURE
:
case
WINED3DRTYPE_VOLUMETEXTURE
:
for
(
counter
=
0
;
counter
<
MAX_SAMPLERS
;
counter
++
)
{
for
(
counter
=
0
;
counter
<
MAX_
COMBINED_
SAMPLERS
;
counter
++
)
{
if
(
This
->
stateBlock
!=
NULL
&&
This
->
stateBlock
->
textures
[
counter
]
==
(
IWineD3DBaseTexture
*
)
resource
)
{
WARN
(
"Texture being released is still by a stateblock, Stage = %u Texture = %p
\n
"
,
counter
,
resource
);
This
->
stateBlock
->
textures
[
counter
]
=
NULL
;
...
...
dlls/wined3d/directx.c
View file @
5b7758f8
...
...
@@ -570,7 +570,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
gl_info
->
supported
[
ARB_FRAGMENT_PROGRAM
]
=
TRUE
;
glGetIntegerv
(
GL_MAX_TEXTURE_IMAGE_UNITS_ARB
,
&
gl_max
);
TRACE_
(
d3d_caps
)(
" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u
\n
"
,
gl_max
);
gl_info
->
max_fragment_samplers
=
min
(
MAX_SAMPLERS
,
gl_max
);
gl_info
->
max_fragment_samplers
=
min
(
MAX_
FRAGMENT_
SAMPLERS
,
gl_max
);
GL_EXTCALL
(
glGetProgramivARB
(
GL_FRAGMENT_PROGRAM_ARB
,
GL_MAX_PROGRAM_ENV_PARAMETERS_ARB
,
&
gl_max
));
TRACE_
(
d3d_caps
)(
" FOUND: ARB Pixel Shader support - max float constants=%u
\n
"
,
gl_max
);
gl_info
->
ps_arb_constantsF
=
gl_max
;
...
...
dlls/wined3d/drawprim.c
View file @
5b7758f8
...
...
@@ -1124,7 +1124,7 @@ if(stridedlcl.u.s.type.VBO) { \
{
IWineD3DSurface
*
pSur
;
int
textureNo
;
for
(
textureNo
=
0
;
textureNo
<
MAX_SAMPLERS
;
++
textureNo
)
{
for
(
textureNo
=
0
;
textureNo
<
MAX_
COMBINED_
SAMPLERS
;
++
textureNo
)
{
if
(
This
->
stateBlock
->
textures
[
textureNo
]
!=
NULL
)
{
sprintf
(
buffer
,
"/tmp/texture_%p_%d_%d.tga"
,
This
->
stateBlock
->
textures
[
textureNo
],
primCounter
,
textureNo
);
TRACE
(
"Saving texture %s
\n
"
,
buffer
);
...
...
dlls/wined3d/state.c
View file @
5b7758f8
...
...
@@ -2247,7 +2247,7 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
* may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
* make sure to enable them
*/
for
(
i
=
0
;
i
<
MAX_SAMPLERS
;
i
++
)
{
for
(
i
=
0
;
i
<
MAX_
FRAGMENT_
SAMPLERS
;
i
++
)
{
if
(
!
isStateDirty
(
context
,
STATE_SAMPLER
(
i
)))
{
sampler
(
STATE_SAMPLER
(
i
),
stateblock
,
context
);
}
...
...
@@ -3960,6 +3960,10 @@ const struct StateEntry StateTable[] =
{
/*13, Sampler 13 */
STATE_SAMPLER
(
13
),
sampler
},
{
/*14, Sampler 14 */
STATE_SAMPLER
(
14
),
sampler
},
{
/*15, Sampler 15 */
STATE_SAMPLER
(
15
),
sampler
},
{
/*16, Vertex sampler 0 */
STATE_SAMPLER
(
16
),
sampler
},
{
/*17, Vertex sampler 1 */
STATE_SAMPLER
(
17
),
sampler
},
{
/*18, Vertex sampler 2 */
STATE_SAMPLER
(
18
),
sampler
},
{
/*19, Vertex sampler 3 */
STATE_SAMPLER
(
19
),
sampler
},
/* Pixel shader */
{
/* , Pixel Shader */
STATE_PIXELSHADER
,
pixelshader
},
/* Transform states follow */
...
...
dlls/wined3d/stateblock.c
View file @
5b7758f8
...
...
@@ -83,11 +83,11 @@ void stateblock_savedstates_copy(
/* Fixed size arrays */
memcpy
(
dest
->
streamSource
,
source
->
streamSource
,
bsize
*
MAX_STREAMS
);
memcpy
(
dest
->
streamFreq
,
source
->
streamFreq
,
bsize
*
MAX_STREAMS
);
memcpy
(
dest
->
textures
,
source
->
textures
,
bsize
*
MAX_SAMPLERS
);
memcpy
(
dest
->
textures
,
source
->
textures
,
bsize
*
MAX_
COMBINED_
SAMPLERS
);
memcpy
(
dest
->
transform
,
source
->
transform
,
bsize
*
(
HIGHEST_TRANSFORMSTATE
+
1
));
memcpy
(
dest
->
renderState
,
source
->
renderState
,
bsize
*
(
WINEHIGHEST_RENDER_STATE
+
1
));
memcpy
(
dest
->
textureState
,
source
->
textureState
,
bsize
*
MAX_TEXTURES
*
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
));
memcpy
(
dest
->
samplerState
,
source
->
samplerState
,
bsize
*
MAX_SAMPLERS
*
(
WINED3D_HIGHEST_SAMPLER_STATE
+
1
));
memcpy
(
dest
->
samplerState
,
source
->
samplerState
,
bsize
*
MAX_
COMBINED_
SAMPLERS
*
(
WINED3D_HIGHEST_SAMPLER_STATE
+
1
));
memcpy
(
dest
->
clipplane
,
source
->
clipplane
,
bsize
*
MAX_CLIPPLANES
);
memcpy
(
dest
->
pixelShaderConstantsB
,
source
->
pixelShaderConstantsB
,
bsize
*
MAX_CONST_B
);
memcpy
(
dest
->
pixelShaderConstantsI
,
source
->
pixelShaderConstantsI
,
bsize
*
MAX_CONST_I
);
...
...
@@ -121,11 +121,11 @@ void stateblock_savedstates_set(
/* Fixed size arrays */
memset
(
states
->
streamSource
,
value
,
bsize
*
MAX_STREAMS
);
memset
(
states
->
streamFreq
,
value
,
bsize
*
MAX_STREAMS
);
memset
(
states
->
textures
,
value
,
bsize
*
MAX_SAMPLERS
);
memset
(
states
->
textures
,
value
,
bsize
*
MAX_
COMBINED_
SAMPLERS
);
memset
(
states
->
transform
,
value
,
bsize
*
(
HIGHEST_TRANSFORMSTATE
+
1
));
memset
(
states
->
renderState
,
value
,
bsize
*
(
WINEHIGHEST_RENDER_STATE
+
1
));
memset
(
states
->
textureState
,
value
,
bsize
*
MAX_TEXTURES
*
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
));
memset
(
states
->
samplerState
,
value
,
bsize
*
MAX_SAMPLERS
*
(
WINED3D_HIGHEST_SAMPLER_STATE
+
1
));
memset
(
states
->
samplerState
,
value
,
bsize
*
MAX_
COMBINED_
SAMPLERS
*
(
WINED3D_HIGHEST_SAMPLER_STATE
+
1
));
memset
(
states
->
clipplane
,
value
,
bsize
*
MAX_CLIPPLANES
);
memset
(
states
->
pixelShaderConstantsB
,
value
,
bsize
*
MAX_CONST_B
);
memset
(
states
->
pixelShaderConstantsI
,
value
,
bsize
*
MAX_CONST_I
);
...
...
@@ -206,10 +206,10 @@ void stateblock_copy(
memcpy
(
Dest
->
transforms
,
This
->
transforms
,
sizeof
(
WINED3DMATRIX
)
*
(
HIGHEST_TRANSFORMSTATE
+
1
));
memcpy
(
Dest
->
clipplane
,
This
->
clipplane
,
sizeof
(
double
)
*
MAX_CLIPPLANES
*
4
);
memcpy
(
Dest
->
renderState
,
This
->
renderState
,
sizeof
(
DWORD
)
*
(
WINEHIGHEST_RENDER_STATE
+
1
));
memcpy
(
Dest
->
textures
,
This
->
textures
,
sizeof
(
IWineD3DBaseTexture
*
)
*
MAX_SAMPLERS
);
memcpy
(
Dest
->
textureDimensions
,
This
->
textureDimensions
,
sizeof
(
int
)
*
MAX_SAMPLERS
);
memcpy
(
Dest
->
textures
,
This
->
textures
,
sizeof
(
IWineD3DBaseTexture
*
)
*
MAX_
COMBINED_
SAMPLERS
);
memcpy
(
Dest
->
textureDimensions
,
This
->
textureDimensions
,
sizeof
(
int
)
*
MAX_
COMBINED_
SAMPLERS
);
memcpy
(
Dest
->
textureState
,
This
->
textureState
,
sizeof
(
DWORD
)
*
MAX_TEXTURES
*
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
));
memcpy
(
Dest
->
samplerState
,
This
->
samplerState
,
sizeof
(
DWORD
)
*
MAX_SAMPLERS
*
(
WINED3D_HIGHEST_SAMPLER_STATE
+
1
));
memcpy
(
Dest
->
samplerState
,
This
->
samplerState
,
sizeof
(
DWORD
)
*
MAX_
COMBINED_
SAMPLERS
*
(
WINED3D_HIGHEST_SAMPLER_STATE
+
1
));
/* Dynamically sized arrays */
memcpy
(
Dest
->
vertexShaderConstantF
,
This
->
vertexShaderConstantF
,
sizeof
(
float
)
*
GL_LIMITS
(
vshader_constantsF
)
*
4
);
...
...
@@ -257,7 +257,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
FIXME
(
"Releasing primary stateblock
\n
"
);
/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
for
(
counter
=
0
;
counter
<
MAX_SAMPLERS
;
counter
++
)
{
for
(
counter
=
0
;
counter
<
MAX_
COMBINED_
SAMPLERS
;
counter
++
)
{
if
(
This
->
textures
[
counter
])
{
/* release our 'internal' hold on the texture */
if
(
0
!=
IWineD3DBaseTexture_Release
(
This
->
textures
[
counter
]))
{
...
...
@@ -597,7 +597,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
/* Samplers */
/* TODO: move over to using memcpy */
for
(
j
=
0
;
j
<
MAX_SAMPLERS
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_
COMBINED_
SAMPLERS
;
j
++
)
{
if
(
This
->
set
.
textures
[
j
])
{
TRACE
(
"Updating texture %d to %p (was %p)
\n
"
,
j
,
targetStateBlock
->
textures
[
j
],
This
->
textures
[
j
]);
This
->
textures
[
j
]
=
targetStateBlock
->
textures
[
j
];
...
...
@@ -768,9 +768,13 @@ should really perform a delta so that only the changes get updated*/
/* Samplers */
/* TODO: move over to memcpy */
for
(
j
=
0
;
j
<
MAX_SAMPLERS
;
j
++
){
for
(
j
=
0
;
j
<
MAX_
COMBINED_
SAMPLERS
;
j
++
){
if
(
This
->
set
.
textures
[
j
]
&&
This
->
changed
.
textures
[
j
])
{
IWineD3DDevice_SetTexture
(
pDevice
,
j
,
This
->
textures
[
j
]);
if
(
j
<
MAX_FRAGMENT_SAMPLERS
)
{
IWineD3DDevice_SetTexture
(
pDevice
,
j
,
This
->
textures
[
j
]);
}
else
{
IWineD3DDevice_SetTexture
(
pDevice
,
WINED3DVERTEXTEXTURESAMPLER0
+
j
-
MAX_FRAGMENT_SAMPLERS
,
This
->
textures
[
j
]);
}
}
for
(
i
=
1
;
i
<=
WINED3D_HIGHEST_SAMPLER_STATE
;
i
++
){
if
(
This
->
set
.
samplerState
[
j
][
i
]
&&
This
->
changed
.
samplerState
[
j
][
i
])
{
...
...
@@ -798,7 +802,7 @@ should really perform a delta so that only the changes get updated*/
}
}
for
(
j
=
0
;
j
<
MAX_SAMPLERS
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_
COMBINED_
SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]]
=
This
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]];
}
...
...
@@ -818,7 +822,7 @@ should really perform a delta so that only the changes get updated*/
}
}
for
(
j
=
0
;
j
<
MAX_SAMPLERS
;
j
++
)
{
for
(
j
=
0
;
j
<
MAX_
COMBINED_
SAMPLERS
;
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]]
=
This
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]];
}
...
...
@@ -1040,7 +1044,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
This
->
lowest_disabled_stage
=
1
;
/* Sampler states*/
for
(
i
=
0
;
i
<
MAX_SAMPLERS
;
i
++
)
{
for
(
i
=
0
;
i
<
MAX_
COMBINED_
SAMPLERS
;
i
++
)
{
TRACE
(
"Setting up default samplers states for sampler %d
\n
"
,
i
);
This
->
samplerState
[
i
][
WINED3DSAMP_ADDRESSU
]
=
WINED3DTADDRESS_WRAP
;
This
->
samplerState
[
i
][
WINED3DSAMP_ADDRESSV
]
=
WINED3DTADDRESS_WRAP
;
...
...
dlls/wined3d/wined3d_private.h
View file @
5b7758f8
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@@ -74,13 +74,15 @@ void hash_table_put(hash_table_t *table, void *key, void *value);
void
hash_table_remove
(
hash_table_t
*
table
,
void
*
key
);
/* Device caps */
#define MAX_PALETTES 256
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_SAMPLERS 16
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
#define MAX_PALETTES 256
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_FRAGMENT_SAMPLERS 16
#define MAX_VERTEX_SAMPLERS 4
#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
#define MAX_CONST_I 16
#define MAX_CONST_B 16
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@@ -437,9 +439,9 @@ typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock,
/* + 1 because samplers start with 0 */
#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_
COMBINED_
SAMPLERS - 1))
#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_
COMBINED_
SAMPLERS - 1) + 1)
#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
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@@ -722,8 +724,8 @@ struct IWineD3DDeviceImpl
float
posFixup
[
4
];
/* With register combiners we can skip junk texture stages */
DWORD
texUnitMap
[
MAX_SAMPLERS
];
DWORD
rev_tex_unit_map
[
MAX_SAMPLERS
];
DWORD
texUnitMap
[
MAX_
COMBINED_
SAMPLERS
];
DWORD
rev_tex_unit_map
[
MAX_
COMBINED_
SAMPLERS
];
BOOL
fixed_function_usage_map
[
MAX_TEXTURES
];
BOOL
oneToOneTexUnitMap
;
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@@ -1212,12 +1214,12 @@ typedef struct SAVEDSTATES {
BOOL
fvf
;
BOOL
streamSource
[
MAX_STREAMS
];
BOOL
streamFreq
[
MAX_STREAMS
];
BOOL
textures
[
MAX_SAMPLERS
];
BOOL
textures
[
MAX_
COMBINED_
SAMPLERS
];
BOOL
transform
[
HIGHEST_TRANSFORMSTATE
+
1
];
BOOL
viewport
;
BOOL
renderState
[
WINEHIGHEST_RENDER_STATE
+
1
];
BOOL
textureState
[
MAX_TEXTURES
][
WINED3D_HIGHEST_TEXTURE_STATE
+
1
];
BOOL
samplerState
[
MAX_SAMPLERS
][
WINED3D_HIGHEST_SAMPLER_STATE
+
1
];
BOOL
samplerState
[
MAX_
COMBINED_
SAMPLERS
][
WINED3D_HIGHEST_SAMPLER_STATE
+
1
];
BOOL
clipplane
[
MAX_CLIPPLANES
];
BOOL
vertexDecl
;
BOOL
pixelShader
;
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@@ -1310,14 +1312,14 @@ struct IWineD3DStateBlockImpl
DWORD
renderState
[
WINEHIGHEST_RENDER_STATE
+
1
];
/* Texture */
IWineD3DBaseTexture
*
textures
[
MAX_SAMPLERS
];
int
textureDimensions
[
MAX_SAMPLERS
];
IWineD3DBaseTexture
*
textures
[
MAX_
COMBINED_
SAMPLERS
];
int
textureDimensions
[
MAX_
COMBINED_
SAMPLERS
];
/* Texture State Stage */
DWORD
textureState
[
MAX_TEXTURES
][
WINED3D_HIGHEST_TEXTURE_STATE
+
1
];
DWORD
lowest_disabled_stage
;
/* Sampler States */
DWORD
samplerState
[
MAX_SAMPLERS
][
WINED3D_HIGHEST_SAMPLER_STATE
+
1
];
DWORD
samplerState
[
MAX_
COMBINED_
SAMPLERS
][
WINED3D_HIGHEST_SAMPLER_STATE
+
1
];
/* Current GLSL Shader Program */
struct
glsl_shader_prog_link
*
glsl_program
;
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@@ -1560,7 +1562,7 @@ typedef struct shader_reg_maps {
/* Sampler usage tokens
* Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD
samplers
[
MAX_SAMPLERS
];
DWORD
samplers
[
max
(
MAX_FRAGMENT_SAMPLERS
,
MAX_VERTEX_SAMPLERS
)
];
char
bumpmat
;
/* Whether or not a loop is used in this shader */
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