wined3d: Split of the mapping of fixed function samplers from IWineD3DDeviceImpl_FindTexUnitMap().

This commit is contained in:
H. Verbeet 2007-06-22 20:43:29 +02:00 committed by Alexandre Julliard
parent b1579b37ea
commit 2aa891c175
1 changed files with 46 additions and 39 deletions

View File

@ -3209,8 +3209,52 @@ static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
}
}
static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
int i, tex;
device_update_fixed_function_usage_map(This);
/* 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 */
tex = 0;
This->oneToOneTexUnitMap = FALSE;
WARN("Non 1:1 mapping UNTESTED!\n");
for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
/* Skip NULL textures */
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) {
device_map_stage(This, i, tex);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
markTextureStagesDirty(This, i);
}
++tex;
}
}
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
DWORD i, tex;
DWORD i;
/* This code can assume that GL_NV_register_combiners are supported, otherwise
* it is never called.
*
@ -3241,44 +3285,7 @@ void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
This->oneToOneTexUnitMap = TRUE;
return;
} else {
device_update_fixed_function_usage_map(This);
/* 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 */
tex = 0;
This->oneToOneTexUnitMap = FALSE;
WARN("Non 1:1 mapping UNTESTED!\n");
for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
/* Skip NULL textures */
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) {
device_map_stage(This, i, tex);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
markTextureStagesDirty(This, i);
}
++tex;
}
device_map_fixed_function_samplers(This);
}
}