mirror of
https://github.com/reactos/wine.git
synced 2024-11-28 14:10:32 +00:00
wined3d: Use GL_TEXTURE_2D for dummy textures.
This commit is contained in:
parent
6760ccac1c
commit
18c9e5d5d0
@ -333,10 +333,6 @@ HRESULT shader_get_registers_used(
|
||||
} else {
|
||||
int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
|
||||
switch(texType) {
|
||||
case GL_TEXTURE_1D:
|
||||
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_1D;
|
||||
break;
|
||||
|
||||
case GL_TEXTURE_2D:
|
||||
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
|
||||
break;
|
||||
|
@ -487,8 +487,6 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
|
||||
checkGLcall("glDisable GL_TEXTURE_3D");
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
checkGLcall("glDisable GL_TEXTURE_2D");
|
||||
glDisable(GL_TEXTURE_1D);
|
||||
checkGLcall("glDisable GL_TEXTURE_1D");
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
|
||||
@ -505,8 +503,6 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
|
||||
}
|
||||
glDisable(GL_TEXTURE_3D);
|
||||
checkGLcall("glDisable GL_TEXTURE_3D");
|
||||
glDisable(GL_TEXTURE_1D);
|
||||
checkGLcall("glDisable GL_TEXTURE_1D");
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
checkGLcall("glEnable GL_TEXTURE_2D");
|
||||
|
||||
|
@ -1549,8 +1549,6 @@ static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
|
||||
*/
|
||||
static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock) {
|
||||
if(stateblock->textures[stage]) {
|
||||
glDisable(GL_TEXTURE_1D);
|
||||
checkGLcall("glDisable(GL_TEXTURE_1D)");
|
||||
switch(stateblock->textureDimensions[stage]) {
|
||||
case GL_TEXTURE_2D:
|
||||
glDisable(GL_TEXTURE_3D);
|
||||
@ -1590,8 +1588,6 @@ static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock)
|
||||
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||||
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
||||
}
|
||||
glEnable(GL_TEXTURE_1D);
|
||||
checkGLcall("glEnable(GL_TEXTURE_1D)");
|
||||
/* Binding textures is done by samplers. A dummy texture will be bound */
|
||||
}
|
||||
}
|
||||
@ -1639,8 +1635,6 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
|
||||
TRACE("Stage disabled\n");
|
||||
if (mapped_stage != -1) {
|
||||
/* Disable everything here */
|
||||
glDisable(GL_TEXTURE_1D);
|
||||
checkGLcall("glDisable(GL_TEXTURE_1D)");
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
checkGLcall("glDisable(GL_TEXTURE_2D)");
|
||||
glDisable(GL_TEXTURE_3D);
|
||||
@ -2079,8 +2073,8 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
|
||||
activate_dimensions(sampler, stateblock);
|
||||
}
|
||||
} /* Otherwise tex_colorop disables the stage */
|
||||
glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
|
||||
checkGLcall("glBindTexture(GL_TEXTURE_1D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
|
||||
glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
|
||||
checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1083,13 +1083,14 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
|
||||
checkGLcall("glGenTextures");
|
||||
TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
|
||||
|
||||
/* Generate a dummy 1d texture */
|
||||
This->textureDimensions[i] = GL_TEXTURE_1D;
|
||||
glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
|
||||
/* Generate a dummy 2d texture (not using 1d because they cause many
|
||||
* DRI drivers fall back to sw) */
|
||||
This->textureDimensions[i] = GL_TEXTURE_2D;
|
||||
glBindTexture(GL_TEXTURE_2D, ThisDevice->dummyTextureName[i]);
|
||||
checkGLcall("glBindTexture");
|
||||
|
||||
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
|
||||
checkGLcall("glTexImage1D");
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
|
||||
checkGLcall("glTexImage2D");
|
||||
}
|
||||
|
||||
LEAVE_GL();
|
||||
|
Loading…
Reference in New Issue
Block a user