Commit ac98d566 authored by H. Verbeet's avatar H. Verbeet Committed by Alexandre Julliard

wined3d: Fix uploading of textures for shaders.

The code for uploading / binding textures for use with pixel shaders is slightly different from the one for uploading / binding textures for use with the fixed function pipeline. It would be possible to keep the code in a single function with a couple of conditionals, but in combination with the changes needed for register combiners that would become quite messy.
parent a54e36ad
...@@ -2076,6 +2076,46 @@ void inline drawPrimitiveTraceDataLocations(WineDirect3DVertexStridedData *dataL ...@@ -2076,6 +2076,46 @@ void inline drawPrimitiveTraceDataLocations(WineDirect3DVertexStridedData *dataL
} }
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 GLTEXTURECUBEMAP:
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, 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 */ /* uploads textures and setup texture states ready for rendering */
void inline drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) { void inline drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) {
...@@ -2282,8 +2322,11 @@ void drawPrimitive(IWineD3DDevice *iface, ...@@ -2282,8 +2322,11 @@ void drawPrimitive(IWineD3DDevice *iface,
/* Now initialize the materials state */ /* Now initialize the materials state */
init_materials(iface, (dataLocations->u.s.diffuse.lpData != NULL || dataLocations->u.s.diffuse.VBO != 0)); init_materials(iface, (dataLocations->u.s.diffuse.lpData != NULL || dataLocations->u.s.diffuse.VBO != 0));
if (usePixelShaderFunction) {
drawPrimitiveUploadTexturesPS(This);
} else {
drawPrimitiveUploadTextures(This); drawPrimitiveUploadTextures(This);
}
{ {
GLenum glPrimType; GLenum glPrimType;
......
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