wined3d: Make use of the texUnitMap in drawStridedSlow as well.
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@ -284,7 +284,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
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unsigned int textureNo = 0;
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unsigned int texture_idx = 0;
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const WORD *pIdxBufS = NULL;
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const DWORD *pIdxBufL = NULL;
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LONG vx_index;
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@ -318,7 +317,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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/* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
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* to the strided Data in the device and might be needed intact on the next draw
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*/
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for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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if(sd->u.s.texCoords[textureNo].lpData) {
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texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
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} else {
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@ -383,7 +382,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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}
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/* Texture coords --------------------------- */
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for (textureNo = 0, texture_idx = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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@ -399,23 +398,22 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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if (coordIdx > 7) {
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VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
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++texture_idx;
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continue;
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} else if (coordIdx < 0) {
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FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
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++texture_idx;
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continue;
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}
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ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
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if (texCoords[coordIdx] == NULL) {
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TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
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++texture_idx;
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continue;
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} else {
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int texture_idx = This->texUnitMap[textureNo];
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int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
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if (texture_idx == -1) continue;
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/* The coords to supply depend completely on the fvf / vertex shader */
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switch (coordsToUse) {
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case 4: q = ptrToCoords[3]; /* drop through */
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@ -492,7 +490,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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}
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}
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}
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if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE) ++texture_idx;
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} /* End of textures */
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/* Diffuse -------------------------------- */
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