wined3d: state_pointsprite should apply to all texture units.
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@ -1053,6 +1053,9 @@ static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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unsigned int i;
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int val;
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/* TODO: NV_POINT_SPRITE */
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if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
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TRACE("Point sprites not supported\n");
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@ -1060,15 +1063,26 @@ static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
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glEnable(GL_POINT_SPRITE_ARB);
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checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
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glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
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checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
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val = GL_TRUE;
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} else {
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glDisable(GL_POINT_SPRITE_ARB);
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checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
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glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
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checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
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val = GL_FALSE;
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}
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for (i = 0; i < GL_LIMITS(texture_stages); i++) {
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/* Note the WINED3DRS value applies to all textures, but GL has one
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* per texture, so apply it now ready to be used!
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*/
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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} else if (i==1) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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break;
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}
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glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
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checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
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"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
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}
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}
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