[3/5] wined3d: Split of the mapping of fixed function samplers from
IWineD3DDeviceImpl_FindTexUnitMap()
H. Verbeet
hverbeet at gmail.com
Fri Jun 22 13:43:29 CDT 2007
This shouldn't change any functionality, just make things a bit more manageable.
Changelog:
- Split of the mapping of fixed function samplers from
IWineD3DDeviceImpl_FindTexUnitMap()
-------------- next part --------------
---
dlls/wined3d/device.c | 85 +++++++++++++++++++++++++++----------------------
1 files changed, 46 insertions(+), 39 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 7c99d88..ebad26f 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3239,8 +3239,52 @@ static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
}
}
+static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
+ int i, tex;
+
+ device_update_fixed_function_usage_map(This);
+
+ /* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
+ * First, see if we can succeed at all
+ */
+ tex = 0;
+ for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
+ if (!This->fixed_function_usage_map[i]) ++tex;
+ }
+
+ if (GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
+ FIXME("Too many bound textures to support the combiner settings\n");
+ return;
+ }
+
+ /* Now work out the mapping */
+ tex = 0;
+ This->oneToOneTexUnitMap = FALSE;
+ WARN("Non 1:1 mapping UNTESTED!\n");
+ for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
+ /* Skip NULL textures */
+ if (!This->fixed_function_usage_map[i]) {
+ /* Map to -1, so the check below doesn't fail if a non-NULL
+ * texture is set on this stage */
+ TRACE("Mapping texture stage %d to -1\n", i);
+ device_map_stage(This, i, -1);
+
+ continue;
+ }
+
+ TRACE("Mapping texture stage %d to unit %d\n", i, tex);
+ if (This->texUnitMap[i] != tex) {
+ device_map_stage(This, i, tex);
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
+ markTextureStagesDirty(This, i);
+ }
+
+ ++tex;
+ }
+}
+
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
- DWORD i, tex;
+ DWORD i;
/* This code can assume that GL_NV_register_combiners are supported, otherwise
* it is never called.
*
@@ -3271,44 +3315,7 @@ void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
This->oneToOneTexUnitMap = TRUE;
return;
} else {
- device_update_fixed_function_usage_map(This);
- /* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
- * First, see if we can succeed at all
- */
- tex = 0;
- for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
- if (!This->fixed_function_usage_map[i]) ++tex;
- }
-
- if(GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
- FIXME("Too many bound textures to support the combiner settings\n");
- return;
- }
-
- /* Now work out the mapping */
- tex = 0;
- This->oneToOneTexUnitMap = FALSE;
- WARN("Non 1:1 mapping UNTESTED!\n");
- for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
- /* Skip NULL textures */
- if (!This->fixed_function_usage_map[i]) {
- /* Map to -1, so the check below doesn't fail if a non-NULL
- * texture is set on this stage */
- TRACE("Mapping texture stage %d to -1\n", i);
- device_map_stage(This, i, -1);
-
- continue;
- }
-
- TRACE("Mapping texture stage %d to unit %d\n", i, tex);
- if(This->texUnitMap[i] != tex) {
- device_map_stage(This, i, tex);
- IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
- markTextureStagesDirty(This, i);
- }
-
- ++tex;
- }
+ device_map_fixed_function_samplers(This);
}
}
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