[PATCH 3/8] wined3d: Do not use texture unit mapping for SM4+ shaders.
Józef Kucia
jkucia at codeweavers.com
Tue Mar 14 07:15:56 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
This should be also fine for "Aon9" shaders.
---
dlls/wined3d/glsl_shader.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ecaa667..f7f6ca5 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -631,7 +631,7 @@ static void shader_glsl_load_samplers(const struct wined3d_context *context,
unsigned int base, count;
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, version->type, &base, &count);
- tex_unit_map = version->type == WINED3D_SHADER_TYPE_COMPUTE ? NULL : context->tex_unit_map;
+ tex_unit_map = version->major >= 4 ? NULL : context->tex_unit_map;
shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map);
}
--
2.10.2
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