wined3d: Don't set legacy light and texture environment state on core profile contexts.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1864,21 +1864,18 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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TRACE("Setting up the screen\n");
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gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
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if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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{
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gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
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gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
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gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
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gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
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checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
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if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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}
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else
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{
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GLuint vao;
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@ -1887,6 +1884,11 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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checkGLcall("creating VAO");
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}
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gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
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checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
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if (gl_info->supported[ARB_VERTEX_BLEND])
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{
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/* Direct3D always uses n-1 weights for n world matrices and uses
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