diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 2fafca3560e..8f2905ff1fc 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -4037,19 +4037,16 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *if * Get / Set Texture *****/ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) { - IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - IWineD3DBaseTexture *oldTexture; + IWineD3DBaseTexture *oldTexture; + + TRACE("(%p) : Stage %#x, Texture %p\n", This, Stage, pTexture); + + if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) { + Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); + } oldTexture = This->updateStateBlock->textures[Stage]; - TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture); - -#if 0 /* TODO: check so vertex textures */ - if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){ - This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture; - return WINED3D_OK; - } -#endif if(pTexture != NULL) { /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH; @@ -4119,7 +4116,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD * Shouldn't happen as long as apps bind a texture only to one stage */ TRACE("Searcing for other sampler / stage id where the texture is bound to\n"); - for(i = 0; i < GL_LIMITS(sampler_stages); i++) { + for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) { if(This->updateStateBlock->textures[i] == oldTexture) { old->baseTexture.sampler = i; break; @@ -4135,12 +4132,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture); + + TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture); + + if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) { + Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); + } *ppTexture=This->stateBlock->textures[Stage]; if (*ppTexture) IWineD3DBaseTexture_AddRef(*ppTexture); + TRACE("(%p) : Returning %p\n", This, *ppTexture); + return WINED3D_OK; }