[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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