wined3d: Prepare only fixed function samplers for blit.
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@ -472,11 +472,13 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
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checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
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}
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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for(i = GL_LIMITS(samplers) - 1; i > 0 ; i--) {
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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}
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/* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
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* function texture unit. No need to care for higher samplers
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*/
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for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
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glDisable(GL_TEXTURE_3D);
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@ -486,9 +488,10 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
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glDisable(GL_TEXTURE_1D);
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checkGLcall("glDisable GL_TEXTURE_1D");
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if(i < MAX_TEXTURES) {
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Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
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Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
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Context_MarkStateDirty(context, STATE_SAMPLER(i));
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}
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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