wined3d: Get rid of incorrect usage of "tex_unit_map".
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
f2af535c05
commit
806479e432
|
@ -3489,7 +3489,9 @@ static void sampler_texmatrix(struct wined3d_context *context, const struct wine
|
|||
|
||||
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
|
||||
|
||||
if(!texture) return;
|
||||
if (!texture)
|
||||
return;
|
||||
|
||||
/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
|
||||
* wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
|
||||
* scaling is reapplied or removed, the texture matrix has to be reapplied
|
||||
|
@ -3499,17 +3501,16 @@ static void sampler_texmatrix(struct wined3d_context *context, const struct wine
|
|||
*/
|
||||
if (sampler < MAX_TEXTURES)
|
||||
{
|
||||
const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
|
||||
const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
|
||||
|
||||
if (texIsPow2 || (context->lastWasPow2Texture & (1u << sampler)))
|
||||
if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
|
||||
{
|
||||
if (texIsPow2)
|
||||
if (tex_is_pow2)
|
||||
context->lastWasPow2Texture |= 1u << sampler;
|
||||
else
|
||||
context->lastWasPow2Texture &= ~(1u << sampler);
|
||||
|
||||
transform_texture(context, state,
|
||||
STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
|
||||
transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue