wined3d: We only need to enable texturing for a target if we're going to draw with it (without a shader).

Also, these enables cause problems if they're done while the context
is setup for blitting.
This commit is contained in:
Henri Verbeet 2008-10-15 13:35:31 +02:00 committed by Alexandre Julliard
parent 2889b42a3f
commit c777f962a2
2 changed files with 0 additions and 13 deletions

View File

@ -673,7 +673,6 @@ void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_TEXTURE_2D);
This->shader_backend->shader_select_depth_blt(iface);

View File

@ -2217,7 +2217,6 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
glEnable(GL_TEXTURE_1D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -2379,8 +2378,6 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
ENTER_GL();
glEnable(This->glDescription.target);
if (!This->glDescription.level) {
if (!This->glDescription.textureName) {
glGenTextures(1, &This->glDescription.textureName);
@ -2452,7 +2449,6 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch
GLint prevRead;
ENTER_GL();
TRACE("(%p) Reading render target into texture\n", This);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &tmpTexture);
glBindTexture(GL_TEXTURE_2D, tmpTexture);
@ -2818,10 +2814,6 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
ENTER_GL();
/* TODO: Do we need GL_TEXTURE_2D enabled fpr copyteximage? */
glEnable(This->glDescription.target);
checkGLcall("glEnable(This->glDescription.target)");
/* Bind the target texture */
glBindTexture(This->glDescription.target, This->glDescription.textureName);
checkGLcall("glBindTexture");
@ -2891,10 +2883,6 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
}
vcheckGLcall("glCopyTexSubImage2D");
/* Leave the opengl state valid for blitting */
glDisable(This->glDescription.target);
checkGLcall("glDisable(This->glDescription.target)");
LEAVE_GL();
}