[1/3] wined3d: Take the texUnitMap into account when loading shader_glsl_load_psamplers()

H. Verbeet hverbeet at gmail.com
Tue Jun 12 16:08:11 CDT 2007


In practice this doesn't make much of a difference since (currently) a
1 on 1 mapping is used for pixel shaders, but it's slightly more
correct this way (and consistent with loading vertex samplers...).
Also gets rid of the 11 space indent.

Changelog:
  - Take the texUnitMap into account when loading shader_glsl_load_psamplers()
-------------- next part --------------
---

 dlls/wined3d/glsl_shader.c |   15 ++++++++-------
 1 files changed, 8 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 4999841..afffa23 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -87,13 +87,14 @@ static void shader_glsl_load_psamplers(
 
     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));
-           if (name_loc != -1) {
-               TRACE("Loading %s for texture %d\n", sampler_name, i);
-               GL_EXTCALL(glUniform1iARB(name_loc, i));
-               checkGLcall("glUniform1iARB");
-           }
+            snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
+            name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
+            if (name_loc != -1) {
+                int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
+                TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
+                GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
+                checkGLcall("glUniform1iARB");
+            }
         }
     }
 }


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