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wine
wine-winehq
Commits
666b5077
Commit
666b5077
authored
Dec 19, 2006
by
Stefan Dösinger
Committed by
Alexandre Julliard
Dec 20, 2006
Browse files
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Browse Files
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Plain Diff
wined3d: Move samplers to the state table.
parent
2d1aeb43
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
131 additions
and
152 deletions
+131
-152
device.c
dlls/wined3d/device.c
+40
-6
drawprim.c
dlls/wined3d/drawprim.c
+0
-126
state.c
dlls/wined3d/state.c
+76
-16
surface.c
dlls/wined3d/surface.c
+13
-3
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-1
No files found.
dlls/wined3d/device.c
View file @
666b5077
...
...
@@ -3401,6 +3401,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
return
WINED3D_OK
;
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
Sampler
));
return
WINED3D_OK
;
}
...
...
@@ -3681,6 +3683,17 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, I
if
(
NULL
!=
pShader
)
{
IWineD3DPixelShader_AddRef
(
pShader
);
if
(
oldShader
==
NULL
)
{
/* Fixed function color ops deactivate the texture dimensions from the first stage which has colorop = disable
* Pixel shaders require that this is enabled, so dirtify all samplers, they will enable the dimensions.
* do not dirtify the colorop - it won't do anything when a ashader is bound
* This is temporary until pixel shaders are handled by the state table too
*/
int
i
;
for
(
i
=
0
;
i
<
MAX_SAMPLERS
;
i
++
)
{
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
i
));
}
}
}
if
(
NULL
!=
oldShader
)
{
IWineD3DPixelShader_Release
(
oldShader
);
...
...
@@ -4471,6 +4484,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
WARN
(
"(%p) Attempt to set scratch texture rejected
\n
"
,
pTexture
);
return
WINED3DERR_INVALIDCALL
;
}
This
->
stateBlock
->
textureDimensions
[
Stage
]
=
IWineD3DBaseTexture_GetTextureDimensions
(
pTexture
);
}
oldTexture
=
This
->
updateStateBlock
->
textures
[
Stage
];
...
...
@@ -4493,6 +4507,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
* This means we should pass the refcount up to the parent
*******************************/
if
(
NULL
!=
This
->
updateStateBlock
->
textures
[
Stage
])
{
IWineD3DBaseTextureImpl
*
new
=
(
IWineD3DBaseTextureImpl
*
)
This
->
updateStateBlock
->
textures
[
Stage
];
ULONG
bindCount
=
InterlockedIncrement
(
&
new
->
baseTexture
.
bindCount
);
IWineD3DBaseTexture_AddRef
(
This
->
updateStateBlock
->
textures
[
Stage
]);
if
(
oldTexture
==
NULL
)
{
/* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
...
...
@@ -4501,23 +4518,40 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
Stage
,
WINED3DTSS_COLOROP
));
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
Stage
,
WINED3DTSS_ALPHAOP
));
}
if
(
bindCount
==
1
)
{
new
->
baseTexture
.
sampler
=
Stage
;
}
/* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
}
if
(
NULL
!=
oldTexture
)
{
IWineD3DBaseTextureImpl
*
old
=
(
IWineD3DBaseTextureImpl
*
)
oldTexture
;
LONG
bindCount
=
InterlockedDecrement
(
&
old
->
baseTexture
.
bindCount
);
IWineD3DBaseTexture_Release
(
oldTexture
);
if
(
pTexture
==
NULL
)
{
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
Stage
,
WINED3DTSS_COLOROP
));
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_TEXTURESTAGE
(
Stage
,
WINED3DTSS_ALPHAOP
));
}
}
/* Color keying is affected by the texture. Temporarily mark the color key state (=alpha test)
* dirty until textures are integrated with the state management
*/
if
(
Stage
==
0
&&
This
->
stateBlock
->
renderState
[
WINED3DRS_COLORKEYENABLE
])
{
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_COLORKEYENABLE
));
if
(
bindCount
&&
old
->
baseTexture
.
sampler
==
Stage
)
{
int
i
;
/* Have to do a search for the other sampler(s) where the texture is bound to
* Shouldn't happen as long as apps bind a texture only to one stage
*/
TRACE
(
"Searcing for other sampler / stage id where the texture is bound to
\n
"
);
for
(
i
=
0
;
i
<
GL_LIMITS
(
sampler_stages
);
i
++
)
{
if
(
This
->
updateStateBlock
->
textures
[
i
]
==
oldTexture
)
{
old
->
baseTexture
.
sampler
=
i
;
break
;
}
}
}
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SAMPLER
(
Stage
));
return
WINED3D_OK
;
}
...
...
dlls/wined3d/drawprim.c
View file @
666b5077
...
...
@@ -1845,126 +1845,6 @@ inline void drawPrimitiveTraceDataLocations(
}
static
void
drawPrimitiveUploadTexturesPS
(
IWineD3DDeviceImpl
*
This
)
{
INT
i
;
for
(
i
=
0
;
i
<
GL_LIMITS
(
samplers
);
++
i
)
{
/* Pixel shader support should imply multitexture support. */
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
i
));
checkGLcall
(
"glActiveTextureARB"
);
}
else
if
(
i
)
{
WARN
(
"Program using multiple concurrent textures which this opengl implementation doesn't support
\n
"
);
}
if
(
!
This
->
stateBlock
->
textures
[
i
])
continue
;
/* Enable the correct target. Is this required for GLSL? For ARB_fragment_program it isn't, afaik. */
glDisable
(
GL_TEXTURE_1D
);
This
->
stateBlock
->
textureDimensions
[
i
]
=
IWineD3DBaseTexture_GetTextureDimensions
(
This
->
stateBlock
->
textures
[
i
]);
switch
(
This
->
stateBlock
->
textureDimensions
[
i
])
{
case
GL_TEXTURE_2D
:
glDisable
(
GL_TEXTURE_3D
);
glDisable
(
GL_TEXTURE_CUBE_MAP_ARB
);
break
;
case
GL_TEXTURE_3D
:
glDisable
(
GL_TEXTURE_CUBE_MAP_ARB
);
glDisable
(
GL_TEXTURE_2D
);
break
;
case
GL_TEXTURE_CUBE_MAP_ARB
:
glDisable
(
GL_TEXTURE_2D
);
glDisable
(
GL_TEXTURE_3D
);
break
;
}
glEnable
(
This
->
stateBlock
->
textureDimensions
[
i
]);
/* Upload texture, apply states */
IWineD3DBaseTexture_PreLoad
((
IWineD3DBaseTexture
*
)
This
->
stateBlock
->
textures
[
i
]);
IWineD3DDevice_SetupTextureStates
((
IWineD3DDevice
*
)
This
,
i
,
i
,
REAPPLY_ALPHAOP
);
IWineD3DBaseTexture_ApplyStateChanges
(
This
->
stateBlock
->
textures
[
i
],
This
->
stateBlock
->
textureState
[
i
],
This
->
stateBlock
->
samplerState
[
i
]);
}
}
/* uploads textures and setup texture states ready for rendering */
static
void
drawPrimitiveUploadTextures
(
IWineD3DDeviceImpl
*
This
)
{
INT
current_sampler
=
0
;
float
constant_color
[
4
];
unsigned
int
i
;
/* ARB_texture_env_combine is limited to GL_MAX_TEXTURE_UNITS stages. On
* nVidia cards GL_MAX_TEXTURE_UNITS is generally not larger than 4.
* Register combiners however provide up to 8 combiner stages. In order to
* take advantage of this, we need to be separate D3D texture stages from
* GL texture units. When using register combiners GL_MAX_TEXTURE_UNITS
* corresponds to MaxSimultaneousTextures and GL_MAX_GENERAL_COMBINERS_NV
* corresponds to MaxTextureBlendStages in the caps. */
if
(
GL_SUPPORT
(
NV_REGISTER_COMBINERS
))
{
D3DCOLORTOGLFLOAT4
(
This
->
stateBlock
->
renderState
[
WINED3DRS_TEXTUREFACTOR
],
constant_color
);
GL_EXTCALL
(
glCombinerParameterfvNV
(
GL_CONSTANT_COLOR0_NV
,
&
constant_color
[
0
]));
}
for
(
i
=
0
;
i
<
GL_LIMITS
(
texture_stages
);
++
i
)
{
INT
texture_idx
=
-
1
;
/* WINED3DTOP_DISABLE disables the current & any higher texture stages */
if
(
This
->
stateBlock
->
textureState
[
i
][
WINED3DTSS_COLOROP
]
==
WINED3DTOP_DISABLE
)
break
;
if
(
/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[i]*/
TRUE
)
{
texture_idx
=
current_sampler
++
;
/* Active the texture unit corresponding to the current texture stage */
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
texture_idx
));
checkGLcall
(
"glActiveTextureARB"
);
}
else
if
(
i
)
{
WARN
(
"Program using multiple concurrent textures which this opengl implementation doesn't support
\n
"
);
}
}
if
(
This
->
stateBlock
->
textures
[
i
])
{
/* Enable the correct target. This has to stay here until samplers are moved over to the state table */
glDisable
(
GL_TEXTURE_1D
);
This
->
stateBlock
->
textureDimensions
[
i
]
=
IWineD3DBaseTexture_GetTextureDimensions
(
This
->
stateBlock
->
textures
[
i
]);
switch
(
This
->
stateBlock
->
textureDimensions
[
i
])
{
case
GL_TEXTURE_2D
:
glDisable
(
GL_TEXTURE_3D
);
glDisable
(
GL_TEXTURE_CUBE_MAP_ARB
);
break
;
case
GL_TEXTURE_3D
:
glDisable
(
GL_TEXTURE_CUBE_MAP_ARB
);
glDisable
(
GL_TEXTURE_2D
);
break
;
case
GL_TEXTURE_CUBE_MAP_ARB
:
glDisable
(
GL_TEXTURE_2D
);
glDisable
(
GL_TEXTURE_3D
);
break
;
}
/* imply GL_SUPPORT(NV_TEXTURE_SHADER) when setting texture_shader_active */
if
(
This
->
texture_shader_active
&&
This
->
stateBlock
->
textureDimensions
[
i
]
==
GL_TEXTURE_2D
)
{
glTexEnvi
(
GL_TEXTURE_SHADER_NV
,
GL_SHADER_OPERATION_NV
,
GL_TEXTURE_2D
);
}
else
{
glEnable
(
This
->
stateBlock
->
textureDimensions
[
i
]);
}
/* Upload texture, apply states */
IWineD3DBaseTexture_PreLoad
((
IWineD3DBaseTexture
*
)
This
->
stateBlock
->
textures
[
i
]);
IWineD3DDevice_SetupTextureStates
((
IWineD3DDevice
*
)
This
,
i
,
texture_idx
,
REAPPLY_ALPHAOP
);
IWineD3DBaseTexture_ApplyStateChanges
(
This
->
stateBlock
->
textures
[
i
],
This
->
stateBlock
->
textureState
[
i
],
This
->
stateBlock
->
samplerState
[
i
]);
}
else
if
(
!
GL_SUPPORT
(
NV_REGISTER_COMBINERS
))
{
/* ARB_texture_env_combine needs a valid texture bound to the
* texture unit, even if it isn't used. Bind a dummy texture. */
glDisable
(
GL_TEXTURE_2D
);
glDisable
(
GL_TEXTURE_3D
);
glDisable
(
GL_TEXTURE_CUBE_MAP_ARB
);
glEnable
(
GL_TEXTURE_1D
);
This
->
stateBlock
->
textureDimensions
[
i
]
=
GL_TEXTURE_1D
;
glBindTexture
(
GL_TEXTURE_1D
,
This
->
dummyTextureName
[
i
]);
}
}
}
static
void
check_fbo_status
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
...
...
@@ -2170,12 +2050,6 @@ void drawPrimitive(IWineD3DDevice *iface,
/* Now initialize the materials state */
init_materials
(
iface
,
(
dataLocations
->
u
.
s
.
diffuse
.
lpData
!=
NULL
||
dataLocations
->
u
.
s
.
diffuse
.
VBO
!=
0
));
if
(
usePixelShaderFunction
)
{
drawPrimitiveUploadTexturesPS
(
This
);
}
else
{
drawPrimitiveUploadTextures
(
This
);
}
{
GLenum
glPrimType
;
/* Ok, Work out which primitive is requested and how many vertexes that
...
...
dlls/wined3d/state.c
View file @
666b5077
...
...
@@ -517,6 +517,8 @@ static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
glTexEnvfv
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_COLOR
,
&
col
[
0
]);
checkGLcall
(
"glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);"
);
}
}
else
{
GL_EXTCALL
(
glCombinerParameterfvNV
(
GL_CONSTANT_COLOR0_NV
,
&
col
[
0
]));
}
}
...
...
@@ -1647,6 +1649,64 @@ static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
}
static
void
sampler
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
)
{
DWORD
sampler
=
state
-
STATE_SAMPLER
(
0
);
TRACE
(
"Sampler: %d
\n
"
,
sampler
);
/* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
* only has to bind textures and set the per texture states
*/
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
/* TODO: register combiners! */
if
(
sampler
>=
GL_LIMITS
(
sampler_stages
))
{
return
;
}
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
sampler
));
checkGLcall
(
"glActiveTextureARB"
);
}
else
if
(
sampler
>
0
)
{
/* We can't do anything here */
WARN
(
"Program using multiple concurrent textures which this opengl implementation doesn't support
\n
"
);
return
;
}
if
(
stateblock
->
textures
[
sampler
])
{
IWineD3DBaseTexture_PreLoad
((
IWineD3DBaseTexture
*
)
stateblock
->
textures
[
sampler
]);
IWineD3DDevice_SetupTextureStates
((
IWineD3DDevice
*
)
stateblock
->
wineD3DDevice
,
sampler
,
sampler
,
REAPPLY_ALPHAOP
);
IWineD3DBaseTexture_ApplyStateChanges
(
stateblock
->
textures
[
sampler
],
stateblock
->
textureState
[
sampler
],
stateblock
->
samplerState
[
sampler
]);
if
(
stateblock
->
wineD3DDevice
->
ps_selected_mode
!=
SHADER_NONE
&&
stateblock
->
pixelShader
&&
((
IWineD3DPixelShaderImpl
*
)
stateblock
->
pixelShader
)
->
baseShader
.
function
)
{
/* Using a pixel shader? Verify the sampler types */
/* Make sure that the texture dimensions are enabled. I don't have to disable the other
* dimensions because the shader knows from which texture type to sample from. For the sake of
* debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
* dimensions. This should make wrong sampling sources visible :-)
*/
glEnable
(
stateblock
->
textureDimensions
[
sampler
]);
checkGLcall
(
"glEnable(stateblock->textureDimensions[sampler])"
);
}
else
if
(
sampler
<
stateblock
->
lowest_disabled_stage
)
{
activate_dimensions
(
sampler
,
stateblock
);
if
(
stateblock
->
renderState
[
WINED3DRS_COLORKEYENABLE
]
&&
sampler
==
0
)
{
/* If color keying is enabled update the alpha test, it depends on the existance
* of a color key in stage 0
*/
state_alpha
(
WINED3DRS_COLORKEYENABLE
,
stateblock
);
}
}
}
else
if
(
sampler
<
GL_LIMITS
(
texture_stages
))
{
if
(
sampler
<
stateblock
->
lowest_disabled_stage
)
{
/* TODO: Check if the colorop is dirty to do that job
* TODO: What should I do with pixel shaders here ???
*/
activate_dimensions
(
sampler
,
stateblock
);
}
/* Otherwise tex_colorop disables the stage */
glBindTexture
(
GL_TEXTURE_1D
,
stateblock
->
wineD3DDevice
->
dummyTextureName
[
sampler
]);
checkGLcall
(
"glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler])"
);
}
}
const
struct
StateEntry
StateTable
[]
=
{
/* State name representative, apply function */
...
...
@@ -2128,20 +2188,20 @@ const struct StateEntry StateTable[] =
{
/*7, 31, undefined */
0
/* -> sampler state in ddraw / d3d8 */
,
state_undefined
},
{
/*7, 32, WINED3DTSS_CONSTANT */
0
/* As long as we don't support D3DTA_CONSTANT */
,
state_nogl
},
/* Sampler states */
{
/* 0, Sampler 0 */
STATE_SAMPLER
(
0
),
s
tate_undefined
},
{
/* 1, Sampler 1 */
STATE_SAMPLER
(
1
),
s
tate_undefined
},
{
/* 2, Sampler 2 */
STATE_SAMPLER
(
2
),
s
tate_undefined
},
{
/* 3, Sampler 3 */
STATE_SAMPLER
(
3
),
s
tate_undefined
},
{
/* 4, Sampler 3 */
STATE_SAMPLER
(
4
),
s
tate_undefined
},
{
/* 5, Sampler 5 */
STATE_SAMPLER
(
5
),
s
tate_undefined
},
{
/* 6, Sampler 6 */
STATE_SAMPLER
(
6
),
s
tate_undefined
},
{
/* 7, Sampler 7 */
STATE_SAMPLER
(
7
),
s
tate_undefined
},
{
/* 8, Sampler 8 */
STATE_SAMPLER
(
8
),
s
tate_undefined
},
{
/* 9, Sampler 9 */
STATE_SAMPLER
(
9
),
s
tate_undefined
},
{
/*10, Sampler 10 */
STATE_SAMPLER
(
10
),
s
tate_undefined
},
{
/*11, Sampler 11 */
STATE_SAMPLER
(
11
),
s
tate_undefined
},
{
/*12, Sampler 12 */
STATE_SAMPLER
(
12
),
s
tate_undefined
},
{
/*13, Sampler 13 */
STATE_SAMPLER
(
13
),
s
tate_undefined
},
{
/*14, Sampler 14 */
STATE_SAMPLER
(
14
),
s
tate_undefined
},
{
/*15, Sampler 15 */
STATE_SAMPLER
(
15
),
s
tate_undefined
},
{
/* 0, Sampler 0 */
STATE_SAMPLER
(
0
),
s
ampler
},
{
/* 1, Sampler 1 */
STATE_SAMPLER
(
1
),
s
ampler
},
{
/* 2, Sampler 2 */
STATE_SAMPLER
(
2
),
s
ampler
},
{
/* 3, Sampler 3 */
STATE_SAMPLER
(
3
),
s
ampler
},
{
/* 4, Sampler 3 */
STATE_SAMPLER
(
4
),
s
ampler
},
{
/* 5, Sampler 5 */
STATE_SAMPLER
(
5
),
s
ampler
},
{
/* 6, Sampler 6 */
STATE_SAMPLER
(
6
),
s
ampler
},
{
/* 7, Sampler 7 */
STATE_SAMPLER
(
7
),
s
ampler
},
{
/* 8, Sampler 8 */
STATE_SAMPLER
(
8
),
s
ampler
},
{
/* 9, Sampler 9 */
STATE_SAMPLER
(
9
),
s
ampler
},
{
/*10, Sampler 10 */
STATE_SAMPLER
(
10
),
s
ampler
},
{
/*11, Sampler 11 */
STATE_SAMPLER
(
11
),
s
ampler
},
{
/*12, Sampler 12 */
STATE_SAMPLER
(
12
),
s
ampler
},
{
/*13, Sampler 13 */
STATE_SAMPLER
(
13
),
s
ampler
},
{
/*14, Sampler 14 */
STATE_SAMPLER
(
14
),
s
ampler
},
{
/*15, Sampler 15 */
STATE_SAMPLER
(
15
),
s
ampler
},
};
dlls/wined3d/surface.c
View file @
666b5077
...
...
@@ -1119,10 +1119,17 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
}
if
(
0
==
This
->
resource
.
usage
)
{
/* classic surface */
/**
* nothing to do
* waiting to reload the surface via IDirect3DDevice8::UpdateTexture
IWineD3DBaseTextureImpl
*
impl
;
/* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
* Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
* states need resetting
*/
if
(
IWineD3DSurface_GetContainer
(
iface
,
&
IID_IWineD3DBaseTexture
,
(
void
**
)
&
impl
)
==
WINED3D_OK
)
{
if
(
impl
->
baseTexture
.
bindCount
)
{
IWineD3DDeviceImpl_MarkStateDirty
(
myDevice
,
STATE_SAMPLER
(
impl
->
baseTexture
.
sampler
));
}
IWineD3DBaseTexture_Release
((
IWineD3DBaseTexture
*
)
impl
);
}
}
else
if
(
WINED3DUSAGE_RENDERTARGET
&
This
->
resource
.
usage
)
{
/* render surfaces */
/****************************
...
...
@@ -1158,6 +1165,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
tex
));
checkGLcall
(
"glActiveTextureARB"
);
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
->
resource
.
wineD3DDevice
,
STATE_SAMPLER
(
tex
));
glDisable
(
GL_TEXTURE_2D
);
checkGLcall
(
"glDisable GL_TEXTURE_2D"
);
glDisable
(
GL_TEXTURE_1D
);
...
...
@@ -1168,6 +1176,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
));
checkGLcall
(
"glActiveTextureARB"
);
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
->
resource
.
wineD3DDevice
,
STATE_SAMPLER
(
0
));
/* And back buffers are not blended. Disable the depth test,
that helps performance */
...
...
@@ -2394,6 +2403,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* Unbind the old texture */
glBindTexture
(
GL_TEXTURE_2D
,
0
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
->
resource
.
wineD3DDevice
,
STATE_SAMPLER
(
0
));
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
/* We use texture unit 0 for blts */
...
...
dlls/wined3d/wined3d_private.h
View file @
666b5077
...
...
@@ -798,7 +798,8 @@ typedef struct IWineD3DBaseTextureClass
UINT
LOD
;
WINED3DTEXTUREFILTERTYPE
filterType
;
DWORD
states
[
MAX_WINETEXTURESTATES
];
LONG
bindCount
;
DWORD
sampler
;
}
IWineD3DBaseTextureClass
;
typedef
struct
IWineD3DBaseTextureImpl
...
...
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