wined3d: Skip sampler state application for stages that aren't mapped to a texture unit.

This commit is contained in:
H. Verbeet 2007-01-03 19:18:59 +01:00 committed by Alexandre Julliard
parent aced8de853
commit 7ae71a92a2
1 changed files with 8 additions and 2 deletions

View File

@ -1702,6 +1702,7 @@ static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock) {
static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
union {
float f;
DWORD d;
@ -1711,12 +1712,17 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
/* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
* only has to bind textures and set the per texture states
*/
if (mapped_stage == -1) {
TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
return;
}
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
/* TODO: register combiners! */
if(sampler >= GL_LIMITS(sampler_stages)) {
return;
}
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[sampler]));
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
} else if (sampler > 0) {
/* We can't do anything here */