wined3d: Fix client gl unit selection.
I forgot that when re-enabling register combiners during the state management rewrite.
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022e884342
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@ -2408,9 +2408,9 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
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/* Used from 2 different functions, and too big to justify making it inlined */
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static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
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unsigned int textureNo = 0;
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unsigned int texture_idx = 0;
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UINT *offset = stateblock->streamOffset;
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GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
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unsigned int mapped_stage = 0;
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TRACE("Using fast vertex array code\n");
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@ -2714,7 +2714,7 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
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/* Texture coords -------------------------------------------*/
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for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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/* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
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/* Abort if we don't support the extension. */
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if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
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@ -2722,27 +2722,27 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
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continue;
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}
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if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || stateblock->textures[textureNo]*/ TRUE) {
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/* Select the correct texture stage */
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GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
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}
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if (stateblock->textures[textureNo] != NULL) {
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int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
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/* The gl texture unit will never be -1 for a bound texture */
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GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
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checkGLcall("glClientActiveTextureARB");
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if (coordIdx >= MAX_TEXTURES) {
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VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
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} else if (sd->u.s.texCoords[coordIdx].lpData == NULL && sd->u.s.texCoords[coordIdx].VBO == 0) {
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VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
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} else {
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TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
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textureNo, texture_idx, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
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textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
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if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
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checkGLcall("glBindBufferARB");
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@ -2760,10 +2760,10 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
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}
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if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || stateblock->textures[textureNo]*/ TRUE) ++texture_idx;
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}
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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for (textureNo = texture_idx; textureNo < GL_LIMITS(textures); ++textureNo) {
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/* The number of the mapped stages increses monotonic, so we're fine to use the last used one */
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for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
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GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo));
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
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