[PATCH 4/8] wined3d: Allow using more than MAX_COMBINED_SAMPLERS texture image units.

Matteo Bruni matteo.mystral at gmail.com
Wed Mar 15 17:48:23 CDT 2017


2017-03-14 13:15 GMT+01:00 Józef Kucia <jkucia at codeweavers.com>:
> Signed-off-by: Józef Kucia <jkucia at codeweavers.com>

> diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
> index b1cda46..6fe96e4 100644
> --- a/dlls/wined3d/utils.c
> +++ b/dlls/wined3d/utils.c
> @@ -5994,40 +5994,28 @@ void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *g
>  void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
>          enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count)
>  {
> -    static const struct
> +    if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
>      {
> -        enum wined3d_shader_type type;
> -        unsigned int base_idx;
> -        unsigned int count;
> +        if (gl_limits->combined_samplers == gl_limits->graphics_samplers)
> +            *base = 0;
> +        else
> +            *base = gl_limits->graphics_samplers - 1;
> +        *count = gl_limits->compute_samplers;
> +        return;
>      }

Late to the party and not really important but shouldn't *base in the
else case be set to gl_limits->graphics_samplers (i.e. without the "-
1")?



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