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wine
wine-winehq
Commits
7ae71a92
Commit
7ae71a92
authored
Jan 03, 2007
by
H. Verbeet
Committed by
Alexandre Julliard
Jan 04, 2007
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wined3d: Skip sampler state application for stages that aren't mapped to a texture unit.
parent
aced8de8
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1 changed file
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8 additions
and
2 deletions
+8
-2
state.c
dlls/wined3d/state.c
+8
-2
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dlls/wined3d/state.c
View file @
7ae71a92
...
...
@@ -1702,6 +1702,7 @@ static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock) {
static
void
sampler
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
)
{
DWORD
sampler
=
state
-
STATE_SAMPLER
(
0
);
DWORD
mapped_stage
=
stateblock
->
wineD3DDevice
->
texUnitMap
[
sampler
];
union
{
float
f
;
DWORD
d
;
...
...
@@ -1711,12 +1712,17 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
/* 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
(
mapped_stage
==
-
1
)
{
TRACE
(
"No sampler mapped to stage %d. Returning.
\n
"
,
sampler
);
return
;
}
if
(
GL_SUPPORT
(
ARB_MULTITEXTURE
))
{
/* TODO: register combiners! */
if
(
sampler
>=
GL_LIMITS
(
sampler_stages
))
{
return
;
}
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
stateblock
->
wineD3DDevice
->
texUnitMap
[
sampler
]
));
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
mapped_stage
));
checkGLcall
(
"glActiveTextureARB"
);
}
else
if
(
sampler
>
0
)
{
/* We can't do anything here */
...
...
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