wined3d: Make use of the texUnitMap in drawStridedSlow as well.

This commit is contained in:
H. Verbeet 2007-06-21 00:01:05 +02:00 committed by Alexandre Julliard
parent 2e786e09bb
commit c60bdca5b0
1 changed files with 5 additions and 8 deletions

View File

@ -284,7 +284,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
unsigned int textureNo = 0;
unsigned int texture_idx = 0;
const WORD *pIdxBufS = NULL;
const DWORD *pIdxBufL = NULL;
LONG vx_index;
@ -318,7 +317,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
/* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
* to the strided Data in the device and might be needed intact on the next draw
*/
for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
if(sd->u.s.texCoords[textureNo].lpData) {
texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
} else {
@ -383,7 +382,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
}
/* Texture coords --------------------------- */
for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
@ -399,23 +398,22 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
if (coordIdx > 7) {
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
++texture_idx;
continue;
} else if (coordIdx < 0) {
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
++texture_idx;
continue;
}
ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
if (texCoords[coordIdx] == NULL) {
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
++texture_idx;
continue;
} else {
int texture_idx = This->texUnitMap[textureNo];
int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
if (texture_idx == -1) continue;
/* The coords to supply depend completely on the fvf / vertex shader */
switch (coordsToUse) {
case 4: q = ptrToCoords[3]; /* drop through */
@ -492,7 +490,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
}
}
}
if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE) ++texture_idx;
} /* End of textures */
/* Diffuse -------------------------------- */