wined3d: Map vertex sampler numbers to the correct internal array indices for GetTexture and SetTexture.

This commit is contained in:
H. Verbeet 2007-06-25 22:46:01 +02:00 committed by Alexandre Julliard
parent f89c2d96db
commit 3220ba45e8
1 changed files with 16 additions and 12 deletions

View File

@ -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;
oldTexture = This->updateStateBlock->textures[Stage];
TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
TRACE("(%p) : Stage %#x, 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;
if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
}
#endif
oldTexture = This->updateStateBlock->textures[Stage];
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;
}