Stefan Dösinger : wined3d: Don' t change GL_TEXTURE* when using the arb fragment pipeline.
Alexandre Julliard
julliard at winehq.org
Mon Nov 1 11:54:33 CDT 2010
Module: wine
Branch: master
Commit: 7173a56161575358fd7c0f8e35eae59167e36bff
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7173a56161575358fd7c0f8e35eae59167e36bff
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sun Oct 31 22:11:04 2010 +0100
wined3d: Don't change GL_TEXTURE* when using the arb fragment pipeline.
---
dlls/wined3d/arb_program_shader.c | 8 --------
1 files changed, 0 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index f182a8f..2886180 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -6428,14 +6428,6 @@ static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
- {STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
- {STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
- {STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
- {STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
- {STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
- {STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
- {STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
- {STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
{STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
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