Stefan Dösinger : wined3d: Do not activate / deactivate texture dimensions twice.
Alexandre Julliard
julliard at wine.codeweavers.com
Wed Jan 10 15:47:24 CST 2007
Module: wine
Branch: master
Commit: b07c48c499a0d452788e65fad3296d6a66876632
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b07c48c499a0d452788e65fad3296d6a66876632
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Jan 10 11:44:55 2007 +0100
wined3d: Do not activate / deactivate texture dimensions twice.
---
dlls/wined3d/state.c | 19 +++++++++++++------
1 files changed, 13 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 9ab7e62..bc2686f 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1440,7 +1440,12 @@ static void tex_colorop(DWORD state, IWi
return;
}
- if (mapped_stage != -1) activate_dimensions(stage, stateblock);
+ /* The sampler will also activate the correct texture dimensions, so no need to do it here
+ * if the sampler for this stage is dirty
+ */
+ if(!isStateDirty(stateblock->wineD3DDevice, STATE_SAMPLER(stage))) {
+ if (mapped_stage != -1) activate_dimensions(stage, stateblock);
+ }
/* Set the texture combiners */
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
@@ -1816,7 +1821,9 @@ static void sampler(DWORD state, IWineD3
glEnable(stateblock->textureDimensions[sampler]);
checkGLcall("glEnable(stateblock->textureDimensions[sampler])");
} else if(sampler < stateblock->lowest_disabled_stage) {
- activate_dimensions(sampler, stateblock);
+ if(!isStateDirty(stateblock->wineD3DDevice, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
+ activate_dimensions(sampler, stateblock);
+ }
if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
/* If color keying is enabled update the alpha test, it depends on the existence
@@ -1827,10 +1834,10 @@ static void sampler(DWORD state, IWineD3
}
} else if(sampler < GL_LIMITS(texture_stages)) {
if(sampler < stateblock->lowest_disabled_stage) {
- /* TODO: Check if the colorop is dirty to do that job
- * TODO: What should I do with pixel shaders here ???
- */
- activate_dimensions(sampler, stateblock);
+ /* TODO: What should I do with pixel shaders here ??? */
+ if(!isStateDirty(stateblock->wineD3DDevice, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) {
+ activate_dimensions(sampler, stateblock);
+ }
} /* Otherwise tex_colorop disables the stage */
glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
checkGLcall("glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
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