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wined3d: Call IWineD3DDeviceImpl_FindTexUnitMap for cards without support for NV_REGISTER_COMBINERS as well.
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2 changed files with 5 additions and 7 deletions
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@ -807,9 +807,9 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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glEnable(GL_TEXTURE_SHADER_NV);
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glEnable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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}
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}
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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}
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for(i=0; i < context->numDirtyEntries; i++) {
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for(i=0; i < context->numDirtyEntries; i++) {
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dirtyState = context->dirtyArray[i];
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dirtyState = context->dirtyArray[i];
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idx = dirtyState >> 5;
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idx = dirtyState >> 5;
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@ -3261,7 +3261,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
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device_update_fixed_function_usage_map(This);
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device_update_fixed_function_usage_map(This);
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if (This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
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if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
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for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
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for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
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if (!This->fixed_function_usage_map[i]) continue;
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if (!This->fixed_function_usage_map[i]) continue;
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@ -3368,9 +3368,7 @@ static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
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void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
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void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
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BOOL vs = use_vs(This);
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BOOL vs = use_vs(This);
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BOOL ps = use_ps(This);
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BOOL ps = use_ps(This);
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/* This code can assume that GL_NV_register_combiners are supported, otherwise
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/*
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* it is never called.
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*
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* Rules are:
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* Rules are:
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* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
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* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
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* that would be really messy and require shader recompilation
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* that would be really messy and require shader recompilation
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