wined3d: Set the nvidia_texture_shader.c GLINFO_LOCATION to *gl_info.
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@ -28,7 +28,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION stateblock->device->adapter->gl_info
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#define GLINFO_LOCATION (*gl_info)
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/* GL locking for state handlers is done by the caller. */
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@ -137,7 +137,6 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
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GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
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GLenum target = GL_COMBINER0_NV + stage;
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GLenum output;
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IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */
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TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
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stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
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@ -579,6 +578,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str
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{
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DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
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DWORD mapped_stage = stateblock->device->texUnitMap[stage + 1];
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const struct wined3d_gl_info *gl_info = context->gl_info;
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float mat[2][2];
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/* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
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@ -587,7 +587,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str
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* map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
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* for stage + 1. Keep the nvrc tex unit mapping in mind too
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*/
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if (mapped_stage < context->gl_info->limits.textures)
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if (mapped_stage < gl_info->limits.textures)
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{
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
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checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
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@ -606,6 +606,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str
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static void nvrc_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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float col[4];
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D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
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GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
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