=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Get rid of incorrect usage of "tex_unit_map".
Alexandre Julliard
julliard at winehq.org
Mon Mar 13 15:40:32 CDT 2017
Module: wine
Branch: master
Commit: 806479e432db28c887dfb96f5a09740efe2b7c77
URL: http://source.winehq.org/git/wine.git/?a=commit;h=806479e432db28c887dfb96f5a09740efe2b7c77
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Mon Mar 13 11:57:20 2017 +0100
wined3d: Get rid of incorrect usage of "tex_unit_map".
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/state.c | 13 +++++++------
1 file changed, 7 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index b73f4a8..51257f0 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3489,7 +3489,9 @@ static void sampler_texmatrix(struct wined3d_context *context, const struct wine
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
- if(!texture) return;
+ if (!texture)
+ return;
+
/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
* wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
* scaling is reapplied or removed, the texture matrix has to be reapplied
@@ -3499,17 +3501,16 @@ static void sampler_texmatrix(struct wined3d_context *context, const struct wine
*/
if (sampler < MAX_TEXTURES)
{
- const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
+ const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
- if (texIsPow2 || (context->lastWasPow2Texture & (1u << sampler)))
+ if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
{
- if (texIsPow2)
+ if (tex_is_pow2)
context->lastWasPow2Texture |= 1u << sampler;
else
context->lastWasPow2Texture &= ~(1u << sampler);
- transform_texture(context, state,
- STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
+ transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
}
}
}
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