Commit 6ac8d88d authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Prepare only fixed function samplers for blit.

parent fbaf31c5
...@@ -472,11 +472,13 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex ...@@ -472,11 +472,13 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)"); checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
} }
if (GL_SUPPORT(ARB_MULTITEXTURE)) { if (GL_SUPPORT(ARB_MULTITEXTURE)) {
for(i = GL_LIMITS(samplers) - 1; i > 0 ; i--) { /* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
if (GL_SUPPORT(ARB_MULTITEXTURE)) { * function texture unit. No need to care for higher samplers
*/
for(i = GL_LIMITS(textures) - 1; i > 0 ; i--) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB"); checkGLcall("glActiveTextureARB");
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB); glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB"); checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
glDisable(GL_TEXTURE_3D); glDisable(GL_TEXTURE_3D);
...@@ -486,9 +488,10 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex ...@@ -486,9 +488,10 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
glDisable(GL_TEXTURE_1D); glDisable(GL_TEXTURE_1D);
checkGLcall("glDisable GL_TEXTURE_1D"); checkGLcall("glDisable GL_TEXTURE_1D");
if(i < MAX_TEXTURES) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);");
Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)); Context_MarkStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
}
Context_MarkStateDirty(context, STATE_SAMPLER(i)); Context_MarkStateDirty(context, STATE_SAMPLER(i));
} }
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
......
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