wined3d: Cleanup device_map_fixed_function_samplers().

This commit is contained in:
H. Verbeet 2007-06-28 23:32:38 +02:00 committed by Alexandre Julliard
parent 0bd2b548da
commit 99e3abab30

View file

@ -3263,47 +3263,23 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
device_update_fixed_function_usage_map(This); device_update_fixed_function_usage_map(This);
if (This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) { if (This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
if (!This->fixed_function_usage_map[i]) continue;
if (This->texUnitMap[i] != i) { if (This->texUnitMap[i] != i) {
device_map_stage(This, i, i); device_map_stage(This, i, i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i)); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
if (i < MAX_TEXTURES) { markTextureStagesDirty(This, i);
markTextureStagesDirty(This, i);
}
} }
} }
return; return;
} }
/* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
* First, see if we can succeed at all
*/
tex = 0;
for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
if (!This->fixed_function_usage_map[i]) ++tex;
}
if (GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
FIXME("Too many bound textures to support the combiner settings\n");
return;
}
/* Now work out the mapping */ /* Now work out the mapping */
tex = 0; tex = 0;
This->oneToOneTexUnitMap = FALSE;
WARN("Non 1:1 mapping UNTESTED!\n");
for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) { for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
/* Skip NULL textures */ if (!This->fixed_function_usage_map[i]) continue;
if (!This->fixed_function_usage_map[i]) {
/* Map to -1, so the check below doesn't fail if a non-NULL
* texture is set on this stage */
TRACE("Mapping texture stage %d to -1\n", i);
device_map_stage(This, i, -1);
continue;
}
TRACE("Mapping texture stage %d to unit %d\n", i, tex);
if (This->texUnitMap[i] != tex) { if (This->texUnitMap[i] != tex) {
device_map_stage(This, i, tex); device_map_stage(This, i, tex);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i)); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));