wined3d: Use correct texture stage limits in a couple of places.
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@ -3024,6 +3024,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
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static void device_map_psamplers(IWineD3DDeviceImpl *This) {
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const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
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((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.sampler_type;
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
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unsigned int i;
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
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@ -3031,7 +3032,8 @@ static void device_map_psamplers(IWineD3DDeviceImpl *This) {
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{
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device_map_stage(This, i, i);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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if (i < MAX_TEXTURES) {
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if (i < gl_info->limits.texture_stages)
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{
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markTextureStagesDirty(This, i);
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}
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}
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@ -3735,11 +3737,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
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static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
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TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
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if (Stage >= MAX_TEXTURES) {
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WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
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if (Stage >= gl_info->limits.texture_stages)
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{
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WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
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Stage, gl_info->limits.texture_stages - 1);
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return WINED3D_OK;
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}
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@ -3820,6 +3825,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
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DWORD stage, IWineD3DBaseTexture *texture)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
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IWineD3DBaseTexture *prev;
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TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
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@ -3878,7 +3884,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
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}
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if (!prev && stage < MAX_TEXTURES)
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if (!prev && stage < gl_info->limits.texture_stages)
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{
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/* The source arguments for color and alpha ops have different
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* meanings when a NULL texture is bound, so the COLOROP and
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@ -3897,7 +3903,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
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IWineD3DBaseTexture_Release(prev);
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if (!texture && stage < MAX_TEXTURES)
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if (!texture && stage < gl_info->limits.texture_stages)
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{
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
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@ -3601,9 +3601,9 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
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}
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} else {
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/* Disabled the pixel shader - color ops weren't applied
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* while it was enabled, so re-apply them.
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*/
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for(i=0; i < MAX_TEXTURES; i++) {
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* while it was enabled, so re-apply them. */
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for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
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{
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if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
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device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
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(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
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