Stefan Dösinger : wined3d: Set the texture wrap default with the NP2 emulation properly.
Alexandre Julliard
julliard at winehq.org
Thu Aug 21 10:02:51 CDT 2008
Module: wine
Branch: master
Commit: c425bbccab4e9cacd7e35b9b862186c290e9e851
URL: http://source.winehq.org/git/wine.git/?a=commit;h=c425bbccab4e9cacd7e35b9b862186c290e9e851
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Aug 12 17:18:25 2008 -0500
wined3d: Set the texture wrap default with the NP2 emulation properly.
---
dlls/wined3d/texture.c | 14 ++++++++++++++
1 files changed, 14 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 5dc9821..35dfcae 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -227,6 +227,20 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
for (i = 0; i < This->baseTexture.levels; ++i) {
IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
}
+ /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
+ * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
+ * that prevents us from hitting the accelerated codepath. Thus manually set the GL state
+ */
+ if(IWineD3DBaseTexture_IsCondNP2(iface)) {
+ ENTER_GL();
+ glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
+ glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
+ LEAVE_GL();
+ This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
+ This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
+ }
}
return hr;
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