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wined3d: Cleanup device_map_fixed_function_samplers().
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1 changed files with 5 additions and 29 deletions
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@ -3263,47 +3263,23 @@ 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 (This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++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->texUnitMap[i] != i) {
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if (This->texUnitMap[i] != i) {
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device_map_stage(This, i, i);
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device_map_stage(This, i, i);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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if (i < MAX_TEXTURES) {
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markTextureStagesDirty(This, i);
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markTextureStagesDirty(This, i);
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}
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}
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}
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}
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}
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return;
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return;
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}
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}
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/* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
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* First, see if we can succeed at all
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*/
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tex = 0;
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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]) ++tex;
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}
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if (GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
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FIXME("Too many bound textures to support the combiner settings\n");
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return;
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}
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/* Now work out the mapping */
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/* Now work out the mapping */
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tex = 0;
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tex = 0;
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This->oneToOneTexUnitMap = FALSE;
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WARN("Non 1:1 mapping UNTESTED!\n");
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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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/* Skip NULL textures */
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if (!This->fixed_function_usage_map[i]) continue;
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if (!This->fixed_function_usage_map[i]) {
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/* Map to -1, so the check below doesn't fail if a non-NULL
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* texture is set on this stage */
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TRACE("Mapping texture stage %d to -1\n", i);
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device_map_stage(This, i, -1);
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continue;
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}
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TRACE("Mapping texture stage %d to unit %d\n", i, tex);
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if (This->texUnitMap[i] != tex) {
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if (This->texUnitMap[i] != tex) {
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device_map_stage(This, i, tex);
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device_map_stage(This, i, tex);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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