Stefan, you mentioned something about "colliding with the normal 2d handling" - from the code I don't see any problems and since you got no test app... tell me if there's anything wrong with this.
static void activate_dimensions(DWORD stage, IWineD3DStateBlockImpl
*stateblock) {
- glDisable(GL_TEXTURE_1D);
- checkGLcall("glDisable(GL_TEXTURE_1D)");
With the dummy texture beeing 2D we should not need to ever disable GL_TEXTURE_1D. According to the red book GL_TEXTURE_2D is preferred over _1D, _3D over _2D and _CUBE over _3D. Thus we would not even need the glDisable(GL_TEXTURE_2D) and can just leave it enabled, except if the stage(or any before) has a colorop of D3DTOP_DISABLE.
Pixel shaders ignore GL_ENABLE(GL_TEXTURE_xD)