[PATCH 1/3] wined3d: Add some missing state updates for buffer textures.
Józef Kucia
joseph.kucia at gmail.com
Sun Jan 29 06:11:35 CST 2017
On Sun, Jan 29, 2017 at 3:32 AM, Guillaume Charifi
<guillaume.charifi at sfr.fr> wrote:
> if (gl_info->supported[EXT_TEXTURE_ARRAY])
> gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY,
> device->dummy_textures.tex_2d_array);
> + if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
> + gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER,
> device->dummy_textures.tex_buffer);
>
> if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
> gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER,
> device->dummy_textures.tex_buffer);
Why do you duplicate these two lines of code?
> @@ -2184,6 +2186,11 @@ static void SetupForBlit(const struct wined3d_device
> *device, struct wined3d_con
> }
> gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
> checkGLcall("glDisable GL_TEXTURE_2D");
> + if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
> + {
> + gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_BUFFER);
> + checkGLcall("glDisable GL_TEXTURE_BUFFER");
> + }
This doesn't make sense. Buffer textures are not supported in
fixed-function fragment processing. The GL_TEXTURE_BUFFER value is not
even accepted by glEnable() and glDisable().
> @@ -544,12 +544,6 @@ void wined3d_shader_resource_view_bind(struct
> wined3d_shader_resource_view *view
> return;
> }
>
> - if (view->resource->type == WINED3D_RTYPE_BUFFER)
> - {
> - FIXME("Buffer shader resources not supported.\n");
> - return;
> - }
> -
This cannot be removed yet.
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