Jason Green : wined3d: Bind correct number of samplers for GLSL shaders.

Alexandre Julliard julliard at wine.codeweavers.com
Wed Jun 21 05:25:31 CDT 2006


Module: wine
Branch: refs/heads/master
Commit: e0ccbeb282b8250f4555ba3ca3dba31e77047b2a
URL:    http://source.winehq.org/git/?p=wine.git;a=commit;h=e0ccbeb282b8250f4555ba3ca3dba31e77047b2a

Author: Jason Green <jave27 at gmail.com>
Date:   Tue Jun 20 18:32:52 2006 -0400

wined3d: Bind correct number of samplers for GLSL shaders.

We are only checking against GL_MAX_TEXTURES when binding samplers,
when we should be checking against the maximum number of samplers that
the card supports.  Spotted by H. Verbeet.

---

 dlls/wined3d/glsl_shader.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c85b0c9..f3c9cca 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -60,7 +60,7 @@ void shader_glsl_load_psamplers(
     int i;
     char sampler_name[20];
 
-    for (i=0; i< GL_LIMITS(textures); ++i) {
+    for (i=0; i< GL_LIMITS(samplers); ++i) {
         if (stateBlock->textures[i] != NULL) {
            snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
            name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));




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