wined3d: Don't die if a vertex shader has samplers.

Henri Verbeet hverbeet at codeweavers.com
Wed Apr 15 03:06:28 CDT 2009


This fixes a regression introduced by 38239be58ca709ca107752ca7d3fee0763832725.
---
 dlls/wined3d/glsl_shader.c |    3 ++-
 1 files changed, 2 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 61c5701..0a9240d 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -825,7 +825,8 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
                         shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
                     }
 
-                    if(ps_args->np2_fixup & (1 << i)) {
+                    if (pshader && ps_args->np2_fixup & (1 << i))
+                    {
                         /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
                          * while D3D has them in the (normalized) [0,1]x[0,1] range.
                          * samplerNP2Fixup stores texture dimensions and is updated through
-- 
1.6.0.6



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