wined3d: Temporary disable nvrc junk texture skipping.

This commit is contained in:
Stefan Dösinger 2006-12-19 22:37:37 +01:00 committed by Alexandre Julliard
parent d56b3c10c4
commit 1e264e5dd4
2 changed files with 36 additions and 37 deletions

View File

@ -1166,7 +1166,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
continue;
}
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]) {
if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/ TRUE) {
/* Select the correct texture stage */
GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
}
@ -1204,7 +1204,7 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
}
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]) ++texture_idx;
if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/ TRUE) ++texture_idx;
}
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
for (textureNo = texture_idx; textureNo < GL_LIMITS(textures); ++textureNo) {
@ -1479,7 +1479,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
}
}
}
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]) ++texture_idx;
if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[textureNo]*/TRUE) ++texture_idx;
} /* End of textures */
/* Diffuse -------------------------------- */
@ -1911,7 +1911,7 @@ static void drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) {
/* WINED3DTOP_DISABLE disables the current & any higher texture stages */
if (This->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) break;
if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[i]) {
if (/*!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->textures[i]*/ TRUE) {
texture_idx = current_sampler++;
/* Active the texture unit corresponding to the current texture stage */

View File

@ -1026,46 +1026,45 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
bound. We emulate this by creating dummy textures and binding them to each
texture stage, but disable all stages by default. Hence if a stage is enabled
then the default texture will kick in until replaced by a SetTexture call */
if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
ENTER_GL();
ENTER_GL();
for (i = 0; i < GL_LIMITS(texture_stages); i++) {
GLubyte white = 255;
for (i = 0; i < GL_LIMITS(texture_stages); i++) {
GLubyte white = 255;
/* Note this avoids calling settexture, so pretend it has been called */
This->set.textures[i] = TRUE;
This->changed.textures[i] = TRUE;
This->textures[i] = NULL;
/* Note this avoids calling settexture, so pretend it has been called */
This->set.textures[i] = TRUE;
This->changed.textures[i] = TRUE;
This->textures[i] = NULL;
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
} else if (i > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
/* Generate an opengl texture name */
glGenTextures(1, &ThisDevice->dummyTextureName[i]);
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]);
checkGLcall("glBindTexture");
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
checkGLcall("glTexImage1D");
#if 1 /* TODO: move the setting texture states off to basetexture */
/* Reapply all the texture state information to this texture */
IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL);
#endif
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
} else if (i > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
LEAVE_GL();
/* Generate an opengl texture name */
glGenTextures(1, &ThisDevice->dummyTextureName[i]);
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]);
checkGLcall("glBindTexture");
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
checkGLcall("glTexImage1D");
#if 1 /* TODO: move the setting texture states off to basetexture */
/* Reapply all the texture state information to this texture */
IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL);
#endif
}
LEAVE_GL();
/* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
for (i = 0; i < MAX_PALETTES; ++i) {
int j;