Stefan Dösinger : wined3d: Only register the np2 texture fixup if needed.
Alexandre Julliard
julliard at winehq.org
Fri Jul 18 06:46:32 CDT 2008
Module: wine
Branch: master
Commit: 8bb11dad76623ef01e52c5504ece1107dddd1e44
URL: http://source.winehq.org/git/wine.git/?a=commit;h=8bb11dad76623ef01e52c5504ece1107dddd1e44
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sat Jul 5 16:07:00 2008 -0500
wined3d: Only register the np2 texture fixup if needed.
---
dlls/wined3d/state.c | 15 +++++++++++++--
1 files changed, 13 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 9caa24b..32916d3 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -2355,7 +2355,7 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, W
* The mapped stage is alrady active because the sampler() function below, which is part of the
* misc pipeline
*/
- if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
+ if(sampler < MAX_TEXTURES) {
if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
@@ -4345,14 +4345,25 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_arb }, ARB_POINT_PARAMETERS },
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_ext }, EXT_POINT_PARAMETERS },
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax_w }, 0 },
- /* Samplers for NP2 texture matrix adjustions */
+ /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
+ * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
+ * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
+ */
+ { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
+ { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
+ { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
+ { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
+ { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
+ { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
+ { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
+ { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{ STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
{0 /* Terminate */, { 0, 0 }, 0 },
};
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