wined3d: Add some missing checkGLcall calls.
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c66a3be49b
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0353d031bc
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@ -1688,6 +1688,7 @@ static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
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case GL_TEXTURE_2D:
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case GL_TEXTURE_2D:
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");
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} else {
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} else {
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glDisable(GL_TEXTURE_3D);
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glDisable(GL_TEXTURE_3D);
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checkGLcall("glDisable(GL_TEXTURE_3D)");
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checkGLcall("glDisable(GL_TEXTURE_3D)");
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@ -1702,6 +1703,7 @@ static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
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case GL_TEXTURE_3D:
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case GL_TEXTURE_3D:
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D)");
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} else {
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} else {
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if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
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if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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@ -1716,6 +1718,7 @@ static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
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case GL_TEXTURE_CUBE_MAP_ARB:
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case GL_TEXTURE_CUBE_MAP_ARB:
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB)");
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} else {
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} else {
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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checkGLcall("glDisable(GL_TEXTURE_2D)");
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checkGLcall("glDisable(GL_TEXTURE_2D)");
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@ -1729,6 +1732,7 @@ static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock,
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} else {
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} else {
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
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checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)");
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} else {
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} else {
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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checkGLcall("glEnable(GL_TEXTURE_2D)");
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checkGLcall("glEnable(GL_TEXTURE_2D)");
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