wined3d: Increase the sizes of texturing related arrays, in order to support vertex textures.

This commit is contained in:
H. Verbeet 2007-06-25 22:45:40 +02:00 committed by Alexandre Julliard
parent 9c44b67d28
commit 5b7758f80c
6 changed files with 52 additions and 39 deletions

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@ -1810,7 +1810,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* TODO: Test if OpenGL is compiled in and loaded */ /* TODO: Test if OpenGL is compiled in and loaded */
/* Initialize the texture unit mapping to a 1:1 mapping */ /* Initialize the texture unit mapping to a 1:1 mapping */
for(state = 0; state < MAX_SAMPLERS; state++) { for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
if (state < GL_LIMITS(fragment_samplers)) { if (state < GL_LIMITS(fragment_samplers)) {
This->texUnitMap[state] = state; This->texUnitMap[state] = state;
This->rev_tex_unit_map[state] = state; This->rev_tex_unit_map[state] = state;
@ -1941,9 +1941,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
This->cursorTexture = 0; This->cursorTexture = 0;
} }
for (sampler = 0; sampler < MAX_SAMPLERS; ++sampler) { for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
IWineD3DDevice_SetTexture(iface, sampler, NULL); IWineD3DDevice_SetTexture(iface, sampler, NULL);
} }
for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
}
/* Release the buffers (with sanity checks)*/ /* Release the buffers (with sanity checks)*/
TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget); TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
@ -3215,7 +3218,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
device_update_fixed_function_usage_map(This); device_update_fixed_function_usage_map(This);
if (This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) { if (This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
for (i = 0; i < MAX_SAMPLERS; ++i) { for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
if (This->texUnitMap[i] != i) { if (This->texUnitMap[i] != i) {
device_map_stage(This, i, i); device_map_stage(This, i, i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i)); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
@ -3269,7 +3272,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
static void device_map_psamplers(IWineD3DDeviceImpl *This) { static void device_map_psamplers(IWineD3DDeviceImpl *This) {
int i; int i;
for (i = 0; i < MAX_SAMPLERS; ++i) { for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
if (This->texUnitMap[i] != i) { if (This->texUnitMap[i] != i) {
device_map_stage(This, i, i); device_map_stage(This, i, i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i)); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
@ -6263,7 +6266,7 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
case WINED3DRTYPE_TEXTURE: case WINED3DRTYPE_TEXTURE:
case WINED3DRTYPE_CUBETEXTURE: case WINED3DRTYPE_CUBETEXTURE:
case WINED3DRTYPE_VOLUMETEXTURE: case WINED3DRTYPE_VOLUMETEXTURE:
for (counter = 0; counter < MAX_SAMPLERS; counter++) { for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) { if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource); WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
This->stateBlock->textures[counter] = NULL; This->stateBlock->textures[counter] = NULL;

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@ -570,7 +570,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE; gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max); glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max); TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
gl_info->max_fragment_samplers = min(MAX_SAMPLERS, gl_max); gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, gl_max);
GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max)); GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max); TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max);
gl_info->ps_arb_constantsF = gl_max; gl_info->ps_arb_constantsF = gl_max;

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@ -1124,7 +1124,7 @@ if(stridedlcl.u.s.type.VBO) { \
{ {
IWineD3DSurface *pSur; IWineD3DSurface *pSur;
int textureNo; int textureNo;
for (textureNo = 0; textureNo < MAX_SAMPLERS; ++textureNo) { for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
if (This->stateBlock->textures[textureNo] != NULL) { if (This->stateBlock->textures[textureNo] != NULL) {
sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo); sprintf(buffer, "/tmp/texture_%p_%d_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
TRACE("Saving texture %s\n", buffer); TRACE("Saving texture %s\n", buffer);

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@ -2247,7 +2247,7 @@ static void pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
* may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
* make sure to enable them * make sure to enable them
*/ */
for(i=0; i < MAX_SAMPLERS; i++) { for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
if(!isStateDirty(context, STATE_SAMPLER(i))) { if(!isStateDirty(context, STATE_SAMPLER(i))) {
sampler(STATE_SAMPLER(i), stateblock, context); sampler(STATE_SAMPLER(i), stateblock, context);
} }
@ -3960,6 +3960,10 @@ const struct StateEntry StateTable[] =
{ /*13, Sampler 13 */ STATE_SAMPLER(13), sampler }, { /*13, Sampler 13 */ STATE_SAMPLER(13), sampler },
{ /*14, Sampler 14 */ STATE_SAMPLER(14), sampler }, { /*14, Sampler 14 */ STATE_SAMPLER(14), sampler },
{ /*15, Sampler 15 */ STATE_SAMPLER(15), sampler }, { /*15, Sampler 15 */ STATE_SAMPLER(15), sampler },
{ /*16, Vertex sampler 0 */ STATE_SAMPLER(16), sampler },
{ /*17, Vertex sampler 1 */ STATE_SAMPLER(17), sampler },
{ /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
{ /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
/* Pixel shader */ /* Pixel shader */
{ /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader }, { /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
/* Transform states follow */ /* Transform states follow */

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@ -83,11 +83,11 @@ void stateblock_savedstates_copy(
/* Fixed size arrays */ /* Fixed size arrays */
memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS); memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS); memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
memcpy(dest->textures, source->textures, bsize * MAX_SAMPLERS); memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1)); memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1)); memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(dest->samplerState, source->samplerState, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES); memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B); memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I); memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
@ -121,11 +121,11 @@ void stateblock_savedstates_set(
/* Fixed size arrays */ /* Fixed size arrays */
memset(states->streamSource, value, bsize * MAX_STREAMS); memset(states->streamSource, value, bsize * MAX_STREAMS);
memset(states->streamFreq, value, bsize * MAX_STREAMS); memset(states->streamFreq, value, bsize * MAX_STREAMS);
memset(states->textures, value, bsize * MAX_SAMPLERS); memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1)); memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1)); memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memset(states->samplerState, value, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memset(states->clipplane, value, bsize * MAX_CLIPPLANES); memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B); memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I); memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
@ -206,10 +206,10 @@ void stateblock_copy(
memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1)); memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4); memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1)); memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_SAMPLERS); memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_SAMPLERS); memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
/* Dynamically sized arrays */ /* Dynamically sized arrays */
memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4); memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
@ -257,7 +257,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
FIXME("Releasing primary stateblock\n"); FIXME("Releasing primary stateblock\n");
/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */ /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
for (counter = 0; counter < MAX_SAMPLERS; counter++) { for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
if (This->textures[counter]) { if (This->textures[counter]) {
/* release our 'internal' hold on the texture */ /* release our 'internal' hold on the texture */
if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) { if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
@ -597,7 +597,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
/* Samplers */ /* Samplers */
/* TODO: move over to using memcpy */ /* TODO: move over to using memcpy */
for (j = 0; j < MAX_SAMPLERS; j++) { for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
if (This->set.textures[j]) { if (This->set.textures[j]) {
TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]); TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
This->textures[j] = targetStateBlock->textures[j]; This->textures[j] = targetStateBlock->textures[j];
@ -768,9 +768,13 @@ should really perform a delta so that only the changes get updated*/
/* Samplers */ /* Samplers */
/* TODO: move over to memcpy */ /* TODO: move over to memcpy */
for (j = 0 ; j < MAX_SAMPLERS; j++){ for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
if (This->set.textures[j] && This->changed.textures[j]) { if (This->set.textures[j] && This->changed.textures[j]) {
IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]); if (j < MAX_FRAGMENT_SAMPLERS) {
IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
} else {
IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
}
} }
for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){ for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) { if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
@ -798,7 +802,7 @@ should really perform a delta so that only the changes get updated*/
} }
} }
for (j = 0; j < MAX_SAMPLERS; j++) { for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) { for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]]; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
} }
@ -818,7 +822,7 @@ should really perform a delta so that only the changes get updated*/
} }
} }
for (j = 0; j < MAX_SAMPLERS; j++) { for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) { for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]]; ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
} }
@ -1040,7 +1044,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
This->lowest_disabled_stage = 1; This->lowest_disabled_stage = 1;
/* Sampler states*/ /* Sampler states*/
for (i = 0 ; i < MAX_SAMPLERS; i++) { for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
TRACE("Setting up default samplers states for sampler %d\n", i); TRACE("Setting up default samplers states for sampler %d\n", i);
This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP; This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP; This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;

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@ -74,13 +74,15 @@ void hash_table_put(hash_table_t *table, void *key, void *value);
void hash_table_remove(hash_table_t *table, void *key); void hash_table_remove(hash_table_t *table, void *key);
/* Device caps */ /* Device caps */
#define MAX_PALETTES 256 #define MAX_PALETTES 256
#define MAX_STREAMS 16 #define MAX_STREAMS 16
#define MAX_TEXTURES 8 #define MAX_TEXTURES 8
#define MAX_SAMPLERS 16 #define MAX_FRAGMENT_SAMPLERS 16
#define MAX_ACTIVE_LIGHTS 8 #define MAX_VERTEX_SAMPLERS 4
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
#define MAX_LEVELS 256 #define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
#define MAX_LEVELS 256
#define MAX_CONST_I 16 #define MAX_CONST_I 16
#define MAX_CONST_B 16 #define MAX_CONST_B 16
@ -437,9 +439,9 @@ typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock,
/* + 1 because samplers start with 0 */ /* + 1 because samplers start with 0 */
#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1)) #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
#define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1) #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
#define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER) #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
#define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a)) #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
@ -722,8 +724,8 @@ struct IWineD3DDeviceImpl
float posFixup[4]; float posFixup[4];
/* With register combiners we can skip junk texture stages */ /* With register combiners we can skip junk texture stages */
DWORD texUnitMap[MAX_SAMPLERS]; DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_SAMPLERS]; DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
BOOL fixed_function_usage_map[MAX_TEXTURES]; BOOL fixed_function_usage_map[MAX_TEXTURES];
BOOL oneToOneTexUnitMap; BOOL oneToOneTexUnitMap;
@ -1212,12 +1214,12 @@ typedef struct SAVEDSTATES {
BOOL fvf; BOOL fvf;
BOOL streamSource[MAX_STREAMS]; BOOL streamSource[MAX_STREAMS];
BOOL streamFreq[MAX_STREAMS]; BOOL streamFreq[MAX_STREAMS];
BOOL textures[MAX_SAMPLERS]; BOOL textures[MAX_COMBINED_SAMPLERS];
BOOL transform[HIGHEST_TRANSFORMSTATE + 1]; BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
BOOL viewport; BOOL viewport;
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1]; BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
BOOL samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
BOOL clipplane[MAX_CLIPPLANES]; BOOL clipplane[MAX_CLIPPLANES];
BOOL vertexDecl; BOOL vertexDecl;
BOOL pixelShader; BOOL pixelShader;
@ -1310,14 +1312,14 @@ struct IWineD3DStateBlockImpl
DWORD renderState[WINEHIGHEST_RENDER_STATE + 1]; DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
/* Texture */ /* Texture */
IWineD3DBaseTexture *textures[MAX_SAMPLERS]; IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
int textureDimensions[MAX_SAMPLERS]; int textureDimensions[MAX_COMBINED_SAMPLERS];
/* Texture State Stage */ /* Texture State Stage */
DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
DWORD lowest_disabled_stage; DWORD lowest_disabled_stage;
/* Sampler States */ /* Sampler States */
DWORD samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
/* Current GLSL Shader Program */ /* Current GLSL Shader Program */
struct glsl_shader_prog_link *glsl_program; struct glsl_shader_prog_link *glsl_program;
@ -1560,7 +1562,7 @@ typedef struct shader_reg_maps {
/* Sampler usage tokens /* Sampler usage tokens
* Use 0 as default (bit 31 is always 1 on a valid token) */ * Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD samplers[MAX_SAMPLERS]; DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
char bumpmat; char bumpmat;
/* Whether or not a loop is used in this shader */ /* Whether or not a loop is used in this shader */