[4/4] wined3d: Skip sampler state application for stages that aren't mapped to a texture unit

H. Verbeet hverbeet at gmail.com
Wed Jan 3 12:18:59 CST 2007


Changelog:
  - Skip sampler state application for stages that aren't mapped to a
texture unit
-------------- next part --------------
---

 dlls/wined3d/state.c |   10 ++++++++--
 1 files changed, 8 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index dd997b1..c95a2fe 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1702,6 +1702,7 @@ static void tex_resultarg(DWORD state, I
 
 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
     DWORD sampler = state - STATE_SAMPLER(0);
+    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
     union {
         float f;
         DWORD d;
@@ -1711,12 +1712,17 @@ static void sampler(DWORD state, IWineD3
     /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
      * only has to bind textures and set the per texture states
      */
+
+    if (mapped_stage == -1) {
+        TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
+        return;
+    }
+
     if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-        /* TODO: register combiners! */
         if(sampler >= GL_LIMITS(sampler_stages)) {
             return;
         }
-        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[sampler]));
+        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
         checkGLcall("glActiveTextureARB");
     } else if (sampler > 0) {
         /* We can't do anything here */


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