wined3d: Cleanup device_map_fixed_function_samplers().
This commit is contained in:
parent
0bd2b548da
commit
99e3abab30
|
@ -3263,47 +3263,23 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
|
||||||
device_update_fixed_function_usage_map(This);
|
device_update_fixed_function_usage_map(This);
|
||||||
|
|
||||||
if (This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
|
if (This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
|
||||||
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
|
for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
|
||||||
|
if (!This->fixed_function_usage_map[i]) continue;
|
||||||
|
|
||||||
if (This->texUnitMap[i] != i) {
|
if (This->texUnitMap[i] != i) {
|
||||||
device_map_stage(This, i, i);
|
device_map_stage(This, i, i);
|
||||||
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
||||||
if (i < MAX_TEXTURES) {
|
|
||||||
markTextureStagesDirty(This, i);
|
markTextureStagesDirty(This, i);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
|
|
||||||
* First, see if we can succeed at all
|
|
||||||
*/
|
|
||||||
tex = 0;
|
|
||||||
for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
|
|
||||||
if (!This->fixed_function_usage_map[i]) ++tex;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
|
|
||||||
FIXME("Too many bound textures to support the combiner settings\n");
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Now work out the mapping */
|
/* Now work out the mapping */
|
||||||
tex = 0;
|
tex = 0;
|
||||||
This->oneToOneTexUnitMap = FALSE;
|
|
||||||
WARN("Non 1:1 mapping UNTESTED!\n");
|
|
||||||
for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
|
for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
|
||||||
/* Skip NULL textures */
|
if (!This->fixed_function_usage_map[i]) continue;
|
||||||
if (!This->fixed_function_usage_map[i]) {
|
|
||||||
/* Map to -1, so the check below doesn't fail if a non-NULL
|
|
||||||
* texture is set on this stage */
|
|
||||||
TRACE("Mapping texture stage %d to -1\n", i);
|
|
||||||
device_map_stage(This, i, -1);
|
|
||||||
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
TRACE("Mapping texture stage %d to unit %d\n", i, tex);
|
|
||||||
if (This->texUnitMap[i] != tex) {
|
if (This->texUnitMap[i] != tex) {
|
||||||
device_map_stage(This, i, tex);
|
device_map_stage(This, i, tex);
|
||||||
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
||||||
|
|
Loading…
Reference in New Issue