wined3d: Don't skip applying texdims with shaders.

There's no need to do that with the nvts and opengl ffp fixed function
fragment pipeline, it's perfectly well defined in GL which one takes
effect. This removes a few more troubles when switching between
shaders and arbfp.
This commit is contained in:
Stefan Dösinger 2008-08-12 13:06:25 -05:00 committed by Alexandre Julliard
parent ec94c2ea99
commit 46109da87d
2 changed files with 0 additions and 2 deletions

View File

@ -558,7 +558,6 @@ void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext
*/
if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(use_ps(stateblock->wineD3DDevice)) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
nvts_activate_dimensions(sampler, stateblock, context);

View File

@ -2081,7 +2081,6 @@ void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
*/
if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(use_ps(stateblock->wineD3DDevice)) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
texture_activate_dimensions(sampler, stateblock, context);