wined3d: Avoid calling removed/deprecated GL functions in SetupForBlit().
Eliminates possible GL errors when core contexts are used. 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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@ -2323,10 +2323,13 @@ static void set_blit_dimension(const struct wined3d_gl_info *gl_info, UINT width
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-1.0, -1.0, -1.0, 1.0,
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};
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if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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{
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gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode(GL_PROJECTION)");
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gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
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checkGLcall("glLoadMatrixd");
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}
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gl_info->gl_ops.gl.p_glViewport(0, 0, width, height);
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checkGLcall("glViewport");
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}
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@ -2398,10 +2401,10 @@ void context_enable_clip_distances(struct wined3d_context *context, unsigned int
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/* Context activation is done by the caller. */
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static void SetupForBlit(const struct wined3d_device *device, struct wined3d_context *context)
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{
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int i;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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DWORD sampler;
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SIZE rt_size;
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int i;
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TRACE("Setting up context %p for blitting\n", context);
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@ -2422,6 +2425,8 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
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}
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context->last_was_blit = TRUE;
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if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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{
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/* Disable all textures. The caller can then bind a texture it wants to blit
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* from
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*
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@ -2458,12 +2463,8 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
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context_invalidate_state(context, STATE_SAMPLER(sampler));
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}
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}
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if (gl_info->supported[ARB_SAMPLER_OBJECTS])
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GL_EXTCALL(glBindSampler(0, 0));
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context_active_texture(context, gl_info, 0);
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sampler = context->rev_tex_unit_map[0];
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if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
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{
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gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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@ -2493,6 +2494,30 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
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checkGLcall("glTexEnvf GL_TEXTURE_LOD_BIAS_EXT ...");
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}
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/* Setup transforms */
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gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
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gl_info->gl_ops.gl.p_glLoadIdentity();
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checkGLcall("glLoadIdentity()");
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context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
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/* Other misc states */
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gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable(GL_ALPHA_TEST)");
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
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gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
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glDisableWINE(GL_FOG);
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checkGLcall("glDisable GL_FOG");
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
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}
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if (gl_info->supported[ARB_SAMPLER_OBJECTS])
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GL_EXTCALL(glBindSampler(0, 0));
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context_active_texture(context, gl_info, 0);
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sampler = context->rev_tex_unit_map[0];
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if (sampler != WINED3D_UNMAPPED_STAGE)
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{
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if (sampler < MAX_TEXTURES)
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@ -2504,18 +2529,9 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
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}
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/* Other misc states */
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gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable(GL_ALPHA_TEST)");
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
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gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
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gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
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glDisableWINE(GL_FOG);
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checkGLcall("glDisable GL_FOG");
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
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gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
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checkGLcall("glDisable GL_BLEND");
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
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@ -2547,13 +2563,6 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
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checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
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}
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/* Setup transforms */
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gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
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gl_info->gl_ops.gl.p_glLoadIdentity();
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checkGLcall("glLoadIdentity()");
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context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
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context->last_was_rhw = TRUE;
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context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
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