[PATCH 10/10] wined3d: Check if texture unit mapping is required in context_update_tex_unit_map().
Józef Kucia
jkucia at codeweavers.com
Tue Feb 21 06:24:47 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/context.c | 20 +++++++-------------
1 file changed, 7 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index cb1935a..93b49a0 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2865,15 +2865,9 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
const struct wined3d_state *state)
{
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
- const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int i, tex;
WORD ffu_map;
- context_update_fixed_function_usage_map(context, state);
-
- if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
- return;
-
ffu_map = context->fixed_function_usage_map;
if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
@@ -2915,14 +2909,10 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context,
static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
- const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_shader_resource_info *resource_info =
state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info;
unsigned int i;
- if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
- return;
-
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
{
if (resource_info[i].type && context->tex_unit_map[i] != i)
@@ -2970,9 +2960,6 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
int i;
- if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
- return;
-
/* Note that we only care if a resource is used or not, not the
* resource's specific type. Otherwise we'd need to call
* shader_update_samplers() here for 1.x pixelshaders. */
@@ -3008,14 +2995,21 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons
static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state)
{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
BOOL vs = use_vs(state);
BOOL ps = use_ps(state);
+ if (!ps)
+ context_update_fixed_function_usage_map(context, state);
+
/* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders
* need a 1:1 map at the moment.
* When the mapping of a stage is changed, sampler and ALL texture stage
* states have to be reset. */
+ if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS)
+ return;
+
if (ps)
context_map_psamplers(context, state);
else
--
2.10.2
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