[PATCH 1/5] wined3d: Also invalidate STATE_SHADER_RESOURCE_BINDING in wined3d_texture_bind_and_dirtify().

Henri Verbeet hverbeet at codeweavers.com
Tue Aug 18 04:24:09 CDT 2015


---
 dlls/wined3d/texture.c | 3 +++
 1 file changed, 3 insertions(+)

diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 82694bb..27e0ecd 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -273,6 +273,9 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
     active_sampler = context->rev_tex_unit_map[context->active_texture];
     if (active_sampler != WINED3D_UNMAPPED_STAGE)
         context_invalidate_state(context, STATE_SAMPLER(active_sampler));
+    /* FIXME: Ideally we'd only do this when touching a binding that's used by
+     * a shader. */
+    context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
 
     wined3d_texture_bind(texture, context, srgb);
 }
-- 
2.1.4




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