Commit b9d5c180 authored by H. Verbeet's avatar H. Verbeet Committed by Alexandre Julliard

wined3d: Call IWineD3DDeviceImpl_FindTexUnitMap() when activating the context.

parent 8311ff32
......@@ -801,6 +801,9 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
glEnable(GL_TEXTURE_SHADER_NV);
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
}
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
IWineD3DDeviceImpl_FindTexUnitMap(This);
}
for(i=0; i < context->numDirtyEntries; i++) {
dirtyState = context->dirtyArray[i];
idx = dirtyState >> 5;
......
......@@ -3212,7 +3212,7 @@ static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage)
}
}
static void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
DWORD i, tex;
/* This code can assume that GL_NV_register_combiners are supported, otherwise
* it is never called.
......@@ -3307,11 +3307,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, I
TRACE("(%p) : setting pShader(%p)\n", This, pShader);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
/* Rebuild the texture unit mapping if nvrc's are supported */
if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
IWineD3DDeviceImpl_FindTexUnitMap(This);
}
return WINED3D_OK;
}
......@@ -3999,13 +3994,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
/* Rebuild the stage -> gl texture unit mapping if register combiners are supported
* If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader
* will call FindTexUnitMap too.
*/
if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
IWineD3DDeviceImpl_FindTexUnitMap(This);
}
return WINED3D_OK;
}
......@@ -4113,13 +4101,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
/* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no
* pixel shader is used
*/
if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
IWineD3DDeviceImpl_FindTexUnitMap(This);
}
return WINED3D_OK;
}
......
......@@ -745,6 +745,7 @@ struct IWineD3DDeviceImpl
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
DWORD idx = state >> 5;
......
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