wined3d: Call IWineD3DDeviceImpl_FindTexUnitMap() when activating the context.
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@ -801,6 +801,9 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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glEnable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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}
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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}
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for(i=0; i < context->numDirtyEntries; i++) {
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dirtyState = context->dirtyArray[i];
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idx = dirtyState >> 5;
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@ -3212,7 +3212,7 @@ static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage)
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}
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}
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static void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
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void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
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DWORD i, tex;
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/* This code can assume that GL_NV_register_combiners are supported, otherwise
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* it is never called.
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@ -3307,11 +3307,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, I
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TRACE("(%p) : setting pShader(%p)\n", This, pShader);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
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/* Rebuild the texture unit mapping if nvrc's are supported */
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if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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}
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return WINED3D_OK;
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}
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@ -3999,13 +3994,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
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/* Rebuild the stage -> gl texture unit mapping if register combiners are supported
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* If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader
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* will call FindTexUnitMap too.
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*/
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if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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}
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return WINED3D_OK;
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}
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@ -4113,13 +4101,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
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/* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no
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* pixel shader is used
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*/
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if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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}
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return WINED3D_OK;
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}
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@ -745,6 +745,7 @@ struct IWineD3DDeviceImpl
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extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
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void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
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void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
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static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
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DWORD idx = state >> 5;
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