Matteo Bruni : wined3d: Set default texture units mapping for vertex shader samplers when possible.
Alexandre Julliard
julliard at wine.codeweavers.com
Fri Nov 13 08:34:47 CST 2015
Module: wine
Branch: master
Commit: e449f90b20cf9715df4644867efc121776da6b36
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e449f90b20cf9715df4644867efc121776da6b36
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Thu Nov 12 23:06:40 2015 +0100
wined3d: Set default texture units mapping for vertex shader samplers when possible.
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/context.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 1692d0d..ff2ff4e 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1509,7 +1509,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
/* Initialize the texture unit mapping to a 1:1 mapping */
for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
{
- if (s < gl_info->limits.fragment_samplers)
+ if (s < gl_info->limits.combined_samplers)
{
ret->tex_unit_map[s] = s;
ret->rev_tex_unit_map[s] = s;
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