Commit ccac958b authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Don't set legacy light and texture environment state on core profile contexts.

parent daf54921
......@@ -1864,21 +1864,18 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
TRACE("Setting up the screen\n");
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
}
else
{
GLuint vao;
......@@ -1887,6 +1884,11 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
checkGLcall("creating VAO");
}
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
if (gl_info->supported[ARB_VERTEX_BLEND])
{
/* Direct3D always uses n-1 weights for n world matrices and uses
......
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