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>
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@ -3489,7 +3489,9 @@ static void sampler_texmatrix(struct wined3d_context *context, const struct wine
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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if(!texture) return;
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if (!texture)
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return;
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/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
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/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
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* wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
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* wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
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* scaling is reapplied or removed, the texture matrix has to be reapplied
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* scaling is reapplied or removed, the texture matrix has to be reapplied
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@ -3499,17 +3501,16 @@ static void sampler_texmatrix(struct wined3d_context *context, const struct wine
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*/
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*/
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if (sampler < MAX_TEXTURES)
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if (sampler < MAX_TEXTURES)
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{
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{
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const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
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const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
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if (texIsPow2 || (context->lastWasPow2Texture & (1u << sampler)))
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if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
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{
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{
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if (texIsPow2)
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if (tex_is_pow2)
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context->lastWasPow2Texture |= 1u << sampler;
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context->lastWasPow2Texture |= 1u << sampler;
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else
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else
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context->lastWasPow2Texture &= ~(1u << sampler);
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context->lastWasPow2Texture &= ~(1u << sampler);
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transform_texture(context, state,
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transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
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STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
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}
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}
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}
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}
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}
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}
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