wined3d: Texture limits fixes.
GL_LIMITS(textures) is currently used for both the number of texture stages and the maximum number of simultaneous textures. In the current code that's the same, but in a later patch that will be separated, since a texture stage doesn't have to reference an actual texture. Also, shaders can access a larger number of samplers than the number of texture units the fixed function pipeline can access.
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a54e36adfe
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@ -431,8 +431,8 @@ static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface,
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clamping, MIPLOD, etc. This will work for up to 16 samplers.
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*/
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if (Sampler >= GL_LIMITS(samplers)) {
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FIXME("Trying to set the state of more samplers %ld than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(samplers));
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if (Sampler >= GL_LIMITS(sampler_stages)) {
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FIXME("Trying to set the state of more samplers %ld than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(sampler_stages));
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return;
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}
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VTRACE(("Activating appropriate texture state %ld\n", Sampler));
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@ -828,7 +828,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
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object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
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}
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for (j = 0; j < GL_LIMITS(textures); j++) {
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for (j = 0; j < GL_LIMITS(texture_stages); j++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
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object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
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}
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@ -856,7 +856,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
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object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
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}
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for (j = 0; j < GL_LIMITS(textures); j++) {
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for (j = 0; j < GL_LIMITS(texture_stages); j++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
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object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
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}
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@ -2098,7 +2098,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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int texstage;
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int sampler;
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IUnknown* stencilBufferParent;
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IUnknown* swapChainParent;
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uint i;
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@ -2106,8 +2106,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
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if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
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for(texstage = 0; texstage < GL_LIMITS(textures); texstage++) {
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IWineD3DDevice_SetTexture(iface, texstage, NULL);
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for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
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IWineD3DDevice_SetTexture(iface, sampler, NULL);
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}
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/* Release the buffers (with sanity checks)*/
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@ -3825,7 +3825,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
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}
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/* And now the default texture color as well */
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for (i = 0; i < GL_LIMITS(textures); i++) {
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for (i = 0; i < GL_LIMITS(texture_stages); i++) {
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/* Note the D3DRS value applies to all textures, but GL has one
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per texture, so apply it now ready to be used! */
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@ -4528,9 +4528,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
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* Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
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******************/
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/** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
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if(Sampler > GL_LIMITS(samplers) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
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if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
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FIXME("sampler %ld type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
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Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(samplers), WINED3D_HIGHEST_SAMPLER_STATE);
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Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
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return WINED3DERR_INVALIDCALL;
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}
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@ -5384,7 +5384,7 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
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TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
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/* Check that the stage is within limits */
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if (Stage >= GL_LIMITS(textures) || Stage < 0) {
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if (Stage >= GL_LIMITS(texture_stages) || Stage < 0) {
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TRACE("Attempt to access invalid texture rejected\n");
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return;
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}
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@ -5600,7 +5600,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
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TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
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/* Reject invalid texture units */
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if (Stage >= GL_LIMITS(textures)) {
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if (Stage >= GL_LIMITS(texture_stages)) {
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TRACE("Attempt to access invalid texture rejected\n");
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return WINED3DERR_INVALIDCALL;
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}
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@ -5638,7 +5638,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
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#endif
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/* Reject invalid texture units */
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if (Stage >= GL_LIMITS(textures) || Stage < 0) {
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if (Stage >= GL_LIMITS(sampler_stages) || Stage < 0) {
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WARN("Attempt to access invalid texture rejected\n");
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return WINED3DERR_INVALIDCALL;
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}
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@ -5653,7 +5653,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
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}
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oldTexture = This->updateStateBlock->textures[Stage];
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TRACE("GL_LIMITS %d\n",GL_LIMITS(textures));
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TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
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TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
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This->updateStateBlock->set.textures[Stage] = TRUE;
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@ -5702,7 +5702,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD
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TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
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/* Reject invalid texture units */
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if (Stage >= GL_LIMITS(textures)) {
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if (Stage >= GL_LIMITS(sampler_stages)) {
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TRACE("Attempt to access invalid texture rejected\n");
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return WINED3DERR_INVALIDCALL;
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}
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@ -7774,7 +7774,7 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
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case WINED3DRTYPE_TEXTURE:
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case WINED3DRTYPE_CUBETEXTURE:
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case WINED3DRTYPE_VOLUMETEXTURE:
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for (counter = 0; counter < GL_LIMITS(textures); counter++) {
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for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
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if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
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WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
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This->stateBlock->textures[counter] = NULL;
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@ -433,7 +433,9 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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*/
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memset(&gl_info->supported, 0, sizeof(gl_info->supported));
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gl_info->max_textures = 1;
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gl_info->max_texture_stages = 1;
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gl_info->max_samplers = 1;
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gl_info->max_sampler_stages = 1;
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gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
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gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
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gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
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@ -503,6 +505,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
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gl_info->supported[ARB_MULTITEXTURE] = TRUE;
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gl_info->max_textures = min(MAX_TEXTURES, gl_max);
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gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
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gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
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} else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
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TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
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@ -667,6 +670,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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if (*GL_Extensions == ' ') GL_Extensions++;
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}
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}
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gl_info->max_sampler_stages = max(gl_info->max_samplers, gl_info->max_texture_stages);
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/* Load all the lookup tables
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TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
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@ -1680,7 +1684,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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D3DTEXOPCAPS_PREMODULATE */
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#endif
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*pCaps->MaxTextureBlendStages = GL_LIMITS(textures);
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*pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
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*pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
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*pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
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*pCaps->MaxActiveLights = GL_LIMITS(lights);
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@ -1313,7 +1313,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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/* Texture coords -------------------------------------------*/
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for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
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for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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/* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
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/* Abort if we don't support the extension. */
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if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
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}
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/* Texture coords --------------------------- */
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for (textureNo = 0; textureNo < GL_LIMITS(textures); ++textureNo) {
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for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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@ -2092,7 +2092,7 @@ void inline drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) {
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* otherwise disable all texture types on that unit.
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**/
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/* upload the textures */
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for (i = 0; i< GL_LIMITS(textures); ++i) {
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for (i = 0; i< GL_LIMITS(texture_stages); ++i) {
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/* Bind the texture to the stage here */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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@ -90,7 +90,7 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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}
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/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
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for (counter = 0; counter < GL_LIMITS(textures); counter++) {
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for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
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if (This->textures[counter]) {
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/* release our 'internal' hold on the texture */
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if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
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@ -374,9 +374,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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}
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}
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/* FIXME: textures are up to MAX_SAMPLERS for d3d9? */
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/* Texture */
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for (j = 0; j < GL_LIMITS(textures); j++) {
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/* Texture states */
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for (j = 0; j < GL_LIMITS(texture_stages); j++) {
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/* TODO: move over to using memcpy */
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for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
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if (This->set.textureState[j][i]) {
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@ -385,17 +384,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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This->textureState[j][i] = targetStateBlock->textureState[j][i];
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}
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}
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if (This->set.textures[j]) {
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TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
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This->textures[j] = targetStateBlock->textures[j];
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}
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}
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/* Samplers */
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/* TODO: move over to using memcpy */
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for (j = 0 ; j < GL_LIMITS(samplers); j++){
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for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
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if (This->set.textures[j]) {
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TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
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This->textures[j] = targetStateBlock->textures[j];
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}
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for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
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if (This->set.samplerState[j][i]) {
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TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
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@ -528,12 +525,8 @@ should really perform a delta so that only the changes get updated*/
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IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
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}
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/* FIXME: Texture are set against samplers... not just TextureStages */
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/* Texture */
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for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just in case it resets the states? */
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if (This->set.textures[j] && This->changed.textures[j]) {
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IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
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}
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/* Texture states */
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for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */
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/* TODO: move over to memcpy */
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for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
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if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
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@ -546,7 +539,10 @@ should really perform a delta so that only the changes get updated*/
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/* Samplers */
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/* TODO: move over to memcpy */
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for (j = 0 ; j < GL_LIMITS(samplers); j++){
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for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){
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if (This->set.textures[j] && This->changed.textures[j]) {
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IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
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}
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for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
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if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
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}
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for (j = 0; j < GL_LIMITS(textures); j++) {
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for (j = 0; j < GL_LIMITS(texture_stages); j++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
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}
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}
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for (j = 0; j < GL_LIMITS(samplers); j++) {
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for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
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}
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@ -584,13 +580,13 @@ should really perform a delta so that only the changes get updated*/
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IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
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}
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for (j = 0; j < GL_LIMITS(textures); j++) {
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for (j = 0; j < GL_LIMITS(texture_stages); j++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
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}
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}
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for (j = 0; j < GL_LIMITS(textures); j++) {
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for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
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((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
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}
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@ -777,7 +773,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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This->clip_status.ClipIntersection = 0xFFFFFFFF;
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/* Texture Stage States - Put directly into state block, we will call function below */
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for (i = 0; i < GL_LIMITS(textures); i++) {
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for (i = 0; i < GL_LIMITS(texture_stages); i++) {
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TRACE("Setting up default texture states for texture Stage %d\n", i);
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memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
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This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
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@ -801,7 +797,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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}
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/* Sampler states*/
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for (i = 0 ; i < GL_LIMITS(samplers); i++) {
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for (i = 0 ; i < GL_LIMITS(sampler_stages); i++) {
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TRACE("Setting up default samplers states for sampler %d\n", i);
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This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
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This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
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@ -826,7 +822,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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||||
ENTER_GL();
|
||||
|
||||
for (i = 0; i < GL_LIMITS(textures); i++) {
|
||||
for (i = 0; i < GL_LIMITS(texture_stages); i++) {
|
||||
GLubyte white = 255;
|
||||
|
||||
/* Note this avoids calling settexture, so pretend it has been called */
|
||||
|
|
|
@ -1003,7 +1003,7 @@ typedef struct SAVEDSTATES {
|
|||
BOOL fvf;
|
||||
BOOL streamSource[MAX_STREAMS];
|
||||
BOOL streamFreq[MAX_STREAMS];
|
||||
BOOL textures[MAX_TEXTURES];
|
||||
BOOL textures[MAX_SAMPLERS];
|
||||
BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
|
||||
BOOL viewport;
|
||||
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
|
||||
|
@ -1092,7 +1092,7 @@ struct IWineD3DStateBlockImpl
|
|||
DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
|
||||
|
||||
/* Texture */
|
||||
IWineD3DBaseTexture *textures[MAX_TEXTURES];
|
||||
IWineD3DBaseTexture *textures[MAX_SAMPLERS];
|
||||
int textureDimensions[MAX_SAMPLERS];
|
||||
|
||||
/* Texture State Stage */
|
||||
|
|
|
@ -1670,7 +1670,9 @@ typedef struct _WineD3D_GL_Info {
|
|||
*/
|
||||
UINT max_lights;
|
||||
UINT max_textures;
|
||||
UINT max_texture_stages;
|
||||
UINT max_samplers;
|
||||
UINT max_sampler_stages;
|
||||
UINT max_clipplanes;
|
||||
UINT max_texture_size;
|
||||
float max_pointsize;
|
||||
|
|
Loading…
Reference in New Issue