wined3d: Split of the mapping of fixed function samplers from IWineD3DDeviceImpl_FindTexUnitMap().
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@ -3209,8 +3209,52 @@ static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
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}
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}
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}
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}
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static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
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int i, tex;
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device_update_fixed_function_usage_map(This);
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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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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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/* Skip NULL textures */
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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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device_map_stage(This, i, tex);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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markTextureStagesDirty(This, i);
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}
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++tex;
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}
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}
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void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
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void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
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DWORD i, tex;
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DWORD i;
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/* This code can assume that GL_NV_register_combiners are supported, otherwise
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/* This code can assume that GL_NV_register_combiners are supported, otherwise
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* it is never called.
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* it is never called.
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*
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*
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@ -3241,44 +3285,7 @@ void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
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This->oneToOneTexUnitMap = TRUE;
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This->oneToOneTexUnitMap = TRUE;
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return;
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return;
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} else {
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} else {
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device_update_fixed_function_usage_map(This);
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device_map_fixed_function_samplers(This);
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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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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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/* Skip NULL textures */
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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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device_map_stage(This, i, tex);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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markTextureStagesDirty(This, i);
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}
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++tex;
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}
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}
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}
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}
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}
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