wined3d: Don't enable texture dimensions with shaders.
ARB and GLSL don't need that. If a shader backend like atifs or nvts need it in the future, the shader backend should deal with that rather than the ffp pipeline.
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@ -3528,18 +3528,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
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checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
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}
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if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
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((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
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/* Using a pixel shader? Verify the sampler types */
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/* Make sure that the texture dimensions are enabled. I don't have to disable the other
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* dimensions because the shader knows from which texture type to sample from. For the sake of
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* debugging all dimensions could be enabled and a texture with some ugly pink bound to the unused
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* dimensions. This should make wrong sampling sources visible :-)
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*/
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glEnable(stateblock->textureDimensions[sampler]);
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checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
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} else if(sampler < stateblock->lowest_disabled_stage) {
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if(!use_ps(stateblock->wineD3DDevice) && sampler < stateblock->lowest_disabled_stage) {
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if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
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/* If color keying is enabled update the alpha test, it depends on the existence
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* of a color key in stage 0
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