wined3d: Set the tex_type field of the FFP fragment settings from the resource's GL type.
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1 changed files with 1 additions and 22 deletions
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@ -6437,30 +6437,9 @@ void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const st
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else
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settings->op[i].color_fixup = texture->resource.format->color_fixup;
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if (ignore_textype)
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{
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settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
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}
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else
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{
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switch (wined3d_texture_gl(texture)->target)
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{
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case GL_TEXTURE_1D:
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settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
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break;
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case GL_TEXTURE_2D:
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settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
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break;
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case GL_TEXTURE_3D:
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settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
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break;
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case GL_TEXTURE_CUBE_MAP_ARB:
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settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
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break;
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case GL_TEXTURE_RECTANGLE_ARB:
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settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
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break;
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}
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}
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settings->op[i].tex_type = texture->resource.gl_type;
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} else {
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settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
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settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
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