[PATCH] WineD3D: Don't skip applying texdims with shaders=0A=
Stefan Doesinger
stefan at codeweavers.com
Tue Aug 12 13:06:25 CDT 2008
=0A=
There's no need to do that with the nvts and opengl ffp fixed=0A=
function fragment pipeline, it's perfectly well defined in GL=0A=
which one takes effect. This removes a few more troubles when=0A=
switching between shaders and arbfp=0A=
---=0A=
dlls/wined3d/nvidia_texture_shader.c | 1 -=0A=
dlls/wined3d/utils.c | 1 -=0A=
2 files changed, 0 insertions(+), 2 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/nvidia_texture_shader.c =
b/dlls/wined3d/nvidia_texture_shader.c=0A=
index d11c6af..5f36668 100644=0A=
--- a/dlls/wined3d/nvidia_texture_shader.c=0A=
+++ b/dlls/wined3d/nvidia_texture_shader.c=0A=
@@ -558,7 +558,6 @@ void nvts_texdim(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext=0A=
*/=0A=
if(mapped_stage =3D=3D -1 || mapped_stage >=3D GL_LIMITS(textures)) =
return;=0A=
if(sampler >=3D stateblock->lowest_disabled_stage) return;=0A=
- if(use_ps(stateblock->wineD3DDevice)) return;=0A=
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, =
WINED3DTSS_COLOROP))) return;=0A=
=0A=
nvts_activate_dimensions(sampler, stateblock, context);=0A=
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c=0A=
index e56b4b9..df291ea 100644=0A=
--- a/dlls/wined3d/utils.c=0A=
+++ b/dlls/wined3d/utils.c=0A=
@@ -2081,7 +2081,6 @@ void sampler_texdim(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCont=0A=
*/=0A=
if(mapped_stage =3D=3D -1 || mapped_stage >=3D GL_LIMITS(textures)) =
return;=0A=
if(sampler >=3D stateblock->lowest_disabled_stage) return;=0A=
- if(use_ps(stateblock->wineD3DDevice)) return;=0A=
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, =
WINED3DTSS_COLOROP))) return;=0A=
=0A=
texture_activate_dimensions(sampler, stateblock, context);=0A=
-- =0A=
1.5.4.5=0A=
=0A=
------=_NextPart_000_0059_01C902BC.9A064860--
More information about the wine-patches
mailing list