diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index ff4bfccf5a2..db2634806c5 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3266,8 +3266,22 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) { } } +static void device_map_psamplers(IWineD3DDeviceImpl *This) { + int i; + + for (i = 0; i < MAX_SAMPLERS; ++i) { + if (This->texUnitMap[i] != i) { + device_map_stage(This, i, i); + IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i)); + if (i < MAX_TEXTURES) { + markTextureStagesDirty(This, i); + } + } + } +} + void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) { - DWORD i; + BOOL ps = use_ps(This); /* This code can assume that GL_NV_register_combiners are supported, otherwise * it is never called. * @@ -3276,27 +3290,9 @@ void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) { * that would be really messy and require shader recompilation * -> When the mapping of a stage is changed, sampler and ALL texture stage states have * to be reset. Because of that try to work with a 1:1 mapping as much as possible - * -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array - * entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10 */ - if (This->stateBlock->pixelShader) { - if(This->oneToOneTexUnitMap) { - TRACE("Not touching 1:1 map\n"); - return; - } - TRACE("Restoring 1:1 texture unit mapping\n"); - /* Restore a 1:1 mapping */ - for(i = 0; i < MAX_SAMPLERS; i++) { - if(This->texUnitMap[i] != i) { - device_map_stage(This, i, i); - IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i)); - if (i < MAX_TEXTURES) { - markTextureStagesDirty(This, i); - } - } - } - This->oneToOneTexUnitMap = TRUE; - return; + if (ps) { + device_map_psamplers(This); } else { device_map_fixed_function_samplers(This); }