wined3d: Avoid going through the texture units mapping when unnecessary.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2616,11 +2616,16 @@ static void context_update_fixed_function_usage_map(struct wined3d_context *cont
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static void context_map_fixed_function_samplers(struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int i, tex;
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WORD ffu_map;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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context_update_fixed_function_usage_map(context, state);
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if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
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return;
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ffu_map = context->fixed_function_usage_map;
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if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
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@ -2661,10 +2666,14 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
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static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
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{
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_shader_resource_info *resource_info =
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state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
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unsigned int i;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
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return;
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
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{
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@ -2715,6 +2724,9 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
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int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
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int i;
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if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
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return;
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/* Note that we only care if a resource is used or not, not the
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* resource's specific type. Otherwise we'd need to call
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* shader_update_samplers() here for 1.x pixelshaders. */
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