wined3d: Make the texture stage mapping nvrc independent.
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@ -3750,7 +3750,8 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
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device_update_fixed_function_usage_map(This);
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if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures) {
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if (This->max_ffp_textures == This->max_ffp_texture_stages ||
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This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures) {
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for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
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if (!This->fixed_function_usage_map[i]) continue;
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@ -3608,6 +3608,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
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object->frag_pipe = frag_pipeline;
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frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
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object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
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object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
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compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
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ffp_vertexstate_template, frag_pipeline, misc_state_template);
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@ -859,7 +859,7 @@ struct IWineD3DDeviceImpl
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const struct fragment_pipeline *frag_pipe;
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const struct blit_shader *blitter;
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unsigned int max_ffp_textures;
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unsigned int max_ffp_textures, max_ffp_texture_stages;
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/* To store */
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BOOL view_ident; /* true iff view matrix is identity */
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