From c777f962a213cfd7cf7c249003d61e5293240eb0 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 15 Oct 2008 13:35:31 +0200 Subject: [PATCH] wined3d: We only need to enable texturing for a target if we're going to draw with it (without a shader). Also, these enables cause problems if they're done while the context is setup for blitting. --- dlls/wined3d/drawprim.c | 1 - dlls/wined3d/surface.c | 12 ------------ 2 files changed, 13 deletions(-) diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 31bbb8561d1..c212f1410ec 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -673,7 +673,6 @@ void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h) { GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); glBindTexture(GL_TEXTURE_2D, texture); - glEnable(GL_TEXTURE_2D); This->shader_backend->shader_select_depth_blt(iface); diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index c22a54749ae..6f0c1075cab 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -2217,7 +2217,6 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader)); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1)); - glEnable(GL_TEXTURE_1D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); @@ -2379,8 +2378,6 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) { ENTER_GL(); - glEnable(This->glDescription.target); - if (!This->glDescription.level) { if (!This->glDescription.textureName) { glGenTextures(1, &This->glDescription.textureName); @@ -2452,7 +2449,6 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch GLint prevRead; ENTER_GL(); TRACE("(%p) Reading render target into texture\n", This); - glEnable(GL_TEXTURE_2D); glGenTextures(1, &tmpTexture); glBindTexture(GL_TEXTURE_2D, tmpTexture); @@ -2818,10 +2814,6 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D IWineD3DSurface_PreLoad((IWineD3DSurface *) This); ENTER_GL(); - /* TODO: Do we need GL_TEXTURE_2D enabled fpr copyteximage? */ - glEnable(This->glDescription.target); - checkGLcall("glEnable(This->glDescription.target)"); - /* Bind the target texture */ glBindTexture(This->glDescription.target, This->glDescription.textureName); checkGLcall("glBindTexture"); @@ -2891,10 +2883,6 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D } vcheckGLcall("glCopyTexSubImage2D"); - /* Leave the opengl state valid for blitting */ - glDisable(This->glDescription.target); - checkGLcall("glDisable(This->glDescription.target)"); - LEAVE_GL(); }