[PATCH] WineD3D: Don't skip applying texdims with shaders=0A=

Stefan Doesinger stefan at codeweavers.com
Tue Aug 12 13:06:25 CDT 2008


=0A=
There's no need to do that with the nvts and opengl ffp fixed=0A=
function fragment pipeline, it's perfectly well defined in GL=0A=
which one takes effect. This removes a few more troubles when=0A=
switching between shaders and arbfp=0A=
---=0A=
 dlls/wined3d/nvidia_texture_shader.c |    1 -=0A=
 dlls/wined3d/utils.c                 |    1 -=0A=
 2 files changed, 0 insertions(+), 2 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/nvidia_texture_shader.c =
b/dlls/wined3d/nvidia_texture_shader.c=0A=
index d11c6af..5f36668 100644=0A=
--- a/dlls/wined3d/nvidia_texture_shader.c=0A=
+++ b/dlls/wined3d/nvidia_texture_shader.c=0A=
@@ -558,7 +558,6 @@ void nvts_texdim(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext=0A=
     */=0A=
     if(mapped_stage =3D=3D -1 || mapped_stage >=3D GL_LIMITS(textures)) =
return;=0A=
     if(sampler >=3D stateblock->lowest_disabled_stage) return;=0A=
-    if(use_ps(stateblock->wineD3DDevice)) return;=0A=
     if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, =
WINED3DTSS_COLOROP))) return;=0A=
 =0A=
     nvts_activate_dimensions(sampler, stateblock, context);=0A=
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c=0A=
index e56b4b9..df291ea 100644=0A=
--- a/dlls/wined3d/utils.c=0A=
+++ b/dlls/wined3d/utils.c=0A=
@@ -2081,7 +2081,6 @@ void sampler_texdim(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCont=0A=
     */=0A=
     if(mapped_stage =3D=3D -1 || mapped_stage >=3D GL_LIMITS(textures)) =
return;=0A=
     if(sampler >=3D stateblock->lowest_disabled_stage) return;=0A=
-    if(use_ps(stateblock->wineD3DDevice)) return;=0A=
     if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, =
WINED3DTSS_COLOROP))) return;=0A=
 =0A=
     texture_activate_dimensions(sampler, stateblock, context);=0A=
-- =0A=
1.5.4.5=0A=
=0A=

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