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.
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@ -558,7 +558,6 @@ void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext
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*/
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if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
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if(sampler >= stateblock->lowest_disabled_stage) return;
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if(use_ps(stateblock->wineD3DDevice)) return;
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if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
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nvts_activate_dimensions(sampler, stateblock, context);
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@ -2081,7 +2081,6 @@ void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
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*/
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if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
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if(sampler >= stateblock->lowest_disabled_stage) return;
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if(use_ps(stateblock->wineD3DDevice)) return;
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if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
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texture_activate_dimensions(sampler, stateblock, context);
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