wined3d: Do not activate / deactivate texture dimensions twice.

This commit is contained in:
Stefan Dösinger 2007-01-10 11:44:55 +01:00 committed by Alexandre Julliard
parent 70831d1d2d
commit b07c48c499
1 changed files with 13 additions and 6 deletions

View File

@ -1440,7 +1440,12 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
return;
}
if (mapped_stage != -1) activate_dimensions(stage, stateblock);
/* The sampler will also activate the correct texture dimensions, so no need to do it here
* if the sampler for this stage is dirty
*/
if(!isStateDirty(stateblock->wineD3DDevice, STATE_SAMPLER(stage))) {
if (mapped_stage != -1) activate_dimensions(stage, stateblock);
}
/* Set the texture combiners */
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
@ -1816,7 +1821,9 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
glEnable(stateblock->textureDimensions[sampler]);
checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
} else if(sampler < stateblock->lowest_disabled_stage) {
activate_dimensions(sampler, stateblock);
if(!isStateDirty(stateblock->wineD3DDevice, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
activate_dimensions(sampler, stateblock);
}
if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
/* If color keying is enabled update the alpha test, it depends on the existence
@ -1827,10 +1834,10 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
} else if(sampler < GL_LIMITS(texture_stages)) {
if(sampler < stateblock->lowest_disabled_stage) {
/* TODO: Check if the colorop is dirty to do that job
* TODO: What should I do with pixel shaders here ???
*/
activate_dimensions(sampler, stateblock);
/* TODO: What should I do with pixel shaders here ??? */
if(!isStateDirty(stateblock->wineD3DDevice, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
activate_dimensions(sampler, stateblock);
}
} /* Otherwise tex_colorop disables the stage */
glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
checkGLcall("glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler])");