[4/5] wined3d: Map vertex sampler numbers to the correct internal
array indices for GetSamplerState and SetSamplerState
H. Verbeet
hverbeet at gmail.com
Mon Jun 25 15:45:57 CDT 2007
Changelog:
- Map vertex sampler numbers to the correct internal array indices
for GetSamplerState and SetSamplerState
-------------- next part --------------
---
dlls/wined3d/device.c | 22 ++++++++++++++++++----
1 files changed, 18 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 8a9c537..2fafca3 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2878,7 +2878,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, W
static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- DWORD oldValue = This->stateBlock->samplerState[Sampler][Type];
+ DWORD oldValue;
+
+ TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
+ This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
+
+ if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
+ Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
+ }
/**
* SetSampler is designed to allow for more than the standard up to 8 textures
@@ -2895,8 +2902,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
* Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
******************/
- TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
- debug_d3dsamplerstate(Type), Type, Value);
+ oldValue = This->stateBlock->samplerState[Sampler][Type];
This->updateStateBlock->samplerState[Sampler][Type] = Value;
This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
@@ -2919,8 +2925,16 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
+ This, Sampler, debug_d3dsamplerstate(Type), Type);
+
+ if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
+ Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
+ }
+
*Value = This->stateBlock->samplerState[Sampler][Type];
- TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
+ TRACE("(%p) : Returning %#x\n", This, *Value);
return WINED3D_OK;
}
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