Henri Verbeet : wined3d: Use correct texture stage limits in a couple of places.
Alexandre Julliard
julliard at winehq.org
Thu Jan 28 11:15:33 CST 2010
Module: wine
Branch: master
Commit: a3e1a6f2ee61a48e685bed4d784bcdcb5b6d035e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=a3e1a6f2ee61a48e685bed4d784bcdcb5b6d035e
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Jan 27 20:19:42 2010 +0100
wined3d: Use correct texture stage limits in a couple of places.
---
dlls/wined3d/device.c | 16 +++++++++++-----
dlls/wined3d/state.c | 6 +++---
2 files changed, 14 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 8e85e4d..0cc27c9 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3024,6 +3024,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
static void device_map_psamplers(IWineD3DDeviceImpl *This) {
const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.sampler_type;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
unsigned int i;
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
@@ -3031,7 +3032,8 @@ static void device_map_psamplers(IWineD3DDeviceImpl *This) {
{
device_map_stage(This, i, i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
- if (i < MAX_TEXTURES) {
+ if (i < gl_info->limits.texture_stages)
+ {
markTextureStagesDirty(This, i);
}
}
@@ -3735,11 +3737,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
- if (Stage >= MAX_TEXTURES) {
- WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
+ if (Stage >= gl_info->limits.texture_stages)
+ {
+ WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
+ Stage, gl_info->limits.texture_stages - 1);
return WINED3D_OK;
}
@@ -3820,6 +3825,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
DWORD stage, IWineD3DBaseTexture *texture)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
IWineD3DBaseTexture *prev;
TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
@@ -3878,7 +3884,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
}
- if (!prev && stage < MAX_TEXTURES)
+ if (!prev && stage < gl_info->limits.texture_stages)
{
/* The source arguments for color and alpha ops have different
* meanings when a NULL texture is bound, so the COLOROP and
@@ -3897,7 +3903,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
IWineD3DBaseTexture_Release(prev);
- if (!texture && stage < MAX_TEXTURES)
+ if (!texture && stage < gl_info->limits.texture_stages)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 247710c..35482ee 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3601,9 +3601,9 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
}
} else {
/* Disabled the pixel shader - color ops weren't applied
- * while it was enabled, so re-apply them.
- */
- for(i=0; i < MAX_TEXTURES; i++) {
+ * while it was enabled, so re-apply them. */
+ for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
+ {
if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
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