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
--------------050604010108060602030002--
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