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wined3d: Temporary disable nvrc junk texture skipping.
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@ -1166,7 +1166,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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continue;
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}
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if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]) {
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if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/ TRUE) {
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/* Select the correct texture stage */
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GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
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}
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@ -1204,7 +1204,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
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}
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if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]) ++texture_idx;
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if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/ TRUE) ++texture_idx;
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}
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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for (textureNo = texture_idx; textureNo < GL_LIMITS(textures); ++textureNo) {
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@ -1479,7 +1479,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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}
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}
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}
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if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]) ++texture_idx;
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if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE) ++texture_idx;
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} /* End of textures */
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/* Diffuse -------------------------------- */
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@ -1911,7 +1911,7 @@ static void drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) {
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/* WINED3DTOP_DISABLE disables the current & any higher texture stages */
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if (This->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) break;
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if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[i]) {
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if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[i]*/ TRUE) {
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texture_idx = current_sampler++;
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/* Active the texture unit corresponding to the current texture stage */
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@ -1026,46 +1026,45 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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bound. We emulate this by creating dummy textures and binding them to each
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texture stage, but disable all stages by default. Hence if a stage is enabled
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then the default texture will kick in until replaced by a SetTexture call */
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if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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ENTER_GL();
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ENTER_GL();
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for (i = 0; i < GL_LIMITS(texture_stages); i++) {
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GLubyte white = 255;
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for (i = 0; i < GL_LIMITS(texture_stages); i++) {
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GLubyte white = 255;
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/* Note this avoids calling settexture, so pretend it has been called */
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This->set.textures[i] = TRUE;
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This->changed.textures[i] = TRUE;
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This->textures[i] = NULL;
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/* Note this avoids calling settexture, so pretend it has been called */
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This->set.textures[i] = TRUE;
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This->changed.textures[i] = TRUE;
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This->textures[i] = NULL;
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/* Make appropriate texture active */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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} else if (i > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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/* Generate an opengl texture name */
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glGenTextures(1, &ThisDevice->dummyTextureName[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
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/* Generate a dummy 1d texture */
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This->textureDimensions[i] = GL_TEXTURE_1D;
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glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
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checkGLcall("glBindTexture");
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glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
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checkGLcall("glTexImage1D");
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#if 1 /* TODO: move the setting texture states off to basetexture */
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/* Reapply all the texture state information to this texture */
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IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL);
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#endif
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/* Make appropriate texture active */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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} else if (i > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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LEAVE_GL();
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/* Generate an opengl texture name */
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glGenTextures(1, &ThisDevice->dummyTextureName[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
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/* Generate a dummy 1d texture */
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This->textureDimensions[i] = GL_TEXTURE_1D;
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glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
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checkGLcall("glBindTexture");
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glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
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checkGLcall("glTexImage1D");
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#if 1 /* TODO: move the setting texture states off to basetexture */
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/* Reapply all the texture state information to this texture */
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IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL);
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#endif
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}
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LEAVE_GL();
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/* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
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for (i = 0; i < MAX_PALETTES; ++i) {
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int j;
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