From: Józef Kucia Subject: [PATCH 10/10] wined3d: Check if texture unit mapping is required in context_update_tex_unit_map(). Message-Id: <20170221122447.9358-10-jkucia@codeweavers.com> Date: Tue, 21 Feb 2017 13:24:47 +0100 In-Reply-To: <20170221122447.9358-1-jkucia@codeweavers.com> References: <20170221122447.9358-1-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- dlls/wined3d/context.c | 20 +++++++------------- 1 file changed, 7 insertions(+), 13 deletions(-) diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index cb1935a..93b49a0 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2865,15 +2865,9 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_d3d_info *d3d_info = context->d3d_info; - const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int i, tex; WORD ffu_map; - context_update_fixed_function_usage_map(context, state); - - if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS) - return; - ffu_map = context->fixed_function_usage_map; if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages @@ -2915,14 +2909,10 @@ static void context_map_fixed_function_samplers(struct wined3d_context *context, static void context_map_psamplers(struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_d3d_info *d3d_info = context->d3d_info; - const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_shader_resource_info *resource_info = state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.resource_info; unsigned int i; - if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS) - return; - for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (resource_info[i].type && context->tex_unit_map[i] != i) @@ -2970,9 +2960,6 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1; int i; - if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS) - return; - /* Note that we only care if a resource is used or not, not the * resource's specific type. Otherwise we'd need to call * shader_update_samplers() here for 1.x pixelshaders. */ @@ -3008,14 +2995,21 @@ static void context_map_vsamplers(struct wined3d_context *context, BOOL ps, cons static void context_update_tex_unit_map(struct wined3d_context *context, const struct wined3d_state *state) { + const struct wined3d_gl_info *gl_info = context->gl_info; BOOL vs = use_vs(state); BOOL ps = use_ps(state); + if (!ps) + context_update_fixed_function_usage_map(context, state); + /* Try to go for a 1:1 mapping of the samplers when possible. Pixel shaders * need a 1:1 map at the moment. * When the mapping of a stage is changed, sampler and ALL texture stage * states have to be reset. */ + if (gl_info->limits.combined_samplers >= MAX_COMBINED_SAMPLERS) + return; + if (ps) context_map_psamplers(context, state); else -- 2.10.2