wined3d: Make dummy textures black.
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@ -12117,7 +12117,7 @@ static void unbound_sampler_test(IDirect3DDevice9 *device)
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}
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color = getPixelColorFromSurface(rt, 32, 32);
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todo_wine ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
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ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
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@ -958,11 +958,10 @@ static void create_dummy_textures(struct wined3d_device *device)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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unsigned int i;
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/* Under DirectX you can have texture stage operations even if no texture is
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bound, whereas opengl will only do texture operations when a valid texture is
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bound. We emulate this by creating dummy textures and binding them to each
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texture stage, but disable all stages by default. Hence if a stage is enabled
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then the default texture will kick in until replaced by a SetTexture call */
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/* Under DirectX you can sample even if no texture is bound, whereas
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* OpenGL will only allow that when a valid texture is bound.
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* We emulate this by creating dummy textures and binding them
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* to each texture stage when the currently set D3D texture is NULL. */
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ENTER_GL();
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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@ -974,7 +973,7 @@ static void create_dummy_textures(struct wined3d_device *device)
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for (i = 0; i < gl_info->limits.textures; ++i)
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{
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GLubyte white = 255;
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DWORD color = 0x000000ff;
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/* Make appropriate texture active */
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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@ -990,7 +989,7 @@ static void create_dummy_textures(struct wined3d_device *device)
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glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
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checkGLcall("glBindTexture");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
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checkGLcall("glTexImage2D");
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}
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