wined3d: Use the correct texture limit.
We have to use the texture limit of the fragment pipeline in use here, not the fixed function GL texture limit.
This commit is contained in:
parent
8fc2cfe432
commit
9a6bc683e1
|
@ -3750,7 +3750,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
|
|||
|
||||
device_update_fixed_function_usage_map(This);
|
||||
|
||||
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
|
||||
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures) {
|
||||
for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
|
||||
if (!This->fixed_function_usage_map[i]) continue;
|
||||
|
||||
|
|
|
@ -3545,6 +3545,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
|
|||
WINED3DDISPLAYMODE mode;
|
||||
const struct fragment_pipeline *frag_pipeline = NULL;
|
||||
int i;
|
||||
struct fragment_caps ffp_caps;
|
||||
|
||||
/* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
|
||||
* number and create a device without a 3D adapter for 2D only operation.
|
||||
|
@ -3597,10 +3598,14 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
|
|||
select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
|
||||
object->shader_backend = select_shader_backend(Adapter, DeviceType);
|
||||
|
||||
memset(&ffp_caps, 0, sizeof(ffp_caps));
|
||||
frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
|
||||
object->frag_pipe = frag_pipeline;
|
||||
frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
|
||||
object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
|
||||
compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
|
||||
ffp_vertexstate_template, frag_pipeline, misc_state_template);
|
||||
|
||||
object->blitter = select_blit_implementation(Adapter, DeviceType);
|
||||
|
||||
/* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
|
||||
|
|
|
@ -859,6 +859,8 @@ struct IWineD3DDeviceImpl
|
|||
const struct fragment_pipeline *frag_pipe;
|
||||
const struct blit_shader *blitter;
|
||||
|
||||
unsigned int max_ffp_textures;
|
||||
|
||||
/* To store */
|
||||
BOOL view_ident; /* true iff view matrix is identity */
|
||||
BOOL untransformed;
|
||||
|
|
Loading…
Reference in New Issue