diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index c2834c7f5a9..ee9e96ee02d 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -801,6 +801,9 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU glEnable(GL_TEXTURE_SHADER_NV); checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); } + if (GL_SUPPORT(NV_REGISTER_COMBINERS)) { + IWineD3DDeviceImpl_FindTexUnitMap(This); + } for(i=0; i < context->numDirtyEntries; i++) { dirtyState = context->dirtyArray[i]; idx = dirtyState >> 5; diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index d4a9f77f8c2..ab38a7c4f3d 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3212,7 +3212,7 @@ static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) } } -static void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) { +void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) { DWORD i, tex; /* This code can assume that GL_NV_register_combiners are supported, otherwise * it is never called. @@ -3307,11 +3307,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, I TRACE("(%p) : setting pShader(%p)\n", This, pShader); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER); - /* Rebuild the texture unit mapping if nvrc's are supported */ - if(GL_SUPPORT(NV_REGISTER_COMBINERS)) { - IWineD3DDeviceImpl_FindTexUnitMap(This); - } - return WINED3D_OK; } @@ -3999,13 +3994,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type)); - /* Rebuild the stage -> gl texture unit mapping if register combiners are supported - * If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader - * will call FindTexUnitMap too. - */ - if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) { - IWineD3DDeviceImpl_FindTexUnitMap(This); - } return WINED3D_OK; } @@ -4113,13 +4101,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage)); - /* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no - * pixel shader is used - */ - if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) { - IWineD3DDeviceImpl_FindTexUnitMap(This); - } - return WINED3D_OK; } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 6673bc032e3..49081b19c35 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -745,6 +745,7 @@ struct IWineD3DDeviceImpl extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl; +void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This); void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state); static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) { DWORD idx = state >> 5;