wined3d: Map vertex sampler numbers to the correct internal array indices for GetSamplerState and SetSamplerState.
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@ -2878,7 +2878,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, W
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static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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DWORD oldValue = This->stateBlock->samplerState[Sampler][Type];
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DWORD oldValue;
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TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
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This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
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if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
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Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
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}
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/**
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* SetSampler is designed to allow for more than the standard up to 8 textures
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@ -2895,8 +2902,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
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* Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
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******************/
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TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
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debug_d3dsamplerstate(Type), Type, Value);
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oldValue = This->stateBlock->samplerState[Sampler][Type];
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This->updateStateBlock->samplerState[Sampler][Type] = Value;
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This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
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This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
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@ -2919,8 +2925,16 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
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static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
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This, Sampler, debug_d3dsamplerstate(Type), Type);
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if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
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Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
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}
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*Value = This->stateBlock->samplerState[Sampler][Type];
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TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
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TRACE("(%p) : Returning %#x\n", This, *Value);
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return WINED3D_OK;
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}
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