H. Verbeet : wined3d:
Split of the mapping of pixel shader samplers from
IWineD3DDeviceImpl_FindTexUnitMap ().
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Jun 25 07:28:07 CDT 2007
Module: wine
Branch: master
Commit: a7e466991009f6b49fa3a71d9b23f308af7f3a7c
URL: http://source.winehq.org/git/wine.git/?a=commit;h=a7e466991009f6b49fa3a71d9b23f308af7f3a7c
Author: H. Verbeet <hverbeet at gmail.com>
Date: Fri Jun 22 20:43:42 2007 +0200
wined3d: Split of the mapping of pixel shader samplers from IWineD3DDeviceImpl_FindTexUnitMap().
---
dlls/wined3d/device.c | 38 +++++++++++++++++---------------------
1 files changed, 17 insertions(+), 21 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index ff4bfcc..db26348 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3266,8 +3266,22 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
}
}
+static void device_map_psamplers(IWineD3DDeviceImpl *This) {
+ int i;
+
+ for (i = 0; i < MAX_SAMPLERS; ++i) {
+ if (This->texUnitMap[i] != i) {
+ device_map_stage(This, i, i);
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
+ if (i < MAX_TEXTURES) {
+ markTextureStagesDirty(This, i);
+ }
+ }
+ }
+}
+
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
- DWORD i;
+ BOOL ps = use_ps(This);
/* This code can assume that GL_NV_register_combiners are supported, otherwise
* it is never called.
*
@@ -3276,27 +3290,9 @@ void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
* that would be really messy and require shader recompilation
* -> When the mapping of a stage is changed, sampler and ALL texture stage states have
* to be reset. Because of that try to work with a 1:1 mapping as much as possible
- * -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array
- * entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10
*/
- if (This->stateBlock->pixelShader) {
- if(This->oneToOneTexUnitMap) {
- TRACE("Not touching 1:1 map\n");
- return;
- }
- TRACE("Restoring 1:1 texture unit mapping\n");
- /* Restore a 1:1 mapping */
- for(i = 0; i < MAX_SAMPLERS; i++) {
- if(This->texUnitMap[i] != i) {
- device_map_stage(This, i, i);
- IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
- if (i < MAX_TEXTURES) {
- markTextureStagesDirty(This, i);
- }
- }
- }
- This->oneToOneTexUnitMap = TRUE;
- return;
+ if (ps) {
+ device_map_psamplers(This);
} else {
device_map_fixed_function_samplers(This);
}
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