[PATCH 01/11] wined3d: Set default texture units mapping for vertex shader samplers when possible.

Matteo Bruni mbruni at codeweavers.com
Thu Nov 12 16:06:40 CST 2015


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
This should fix the low water bug in World of Warships (bug 39347) for
drivers that support at least 20 combined texture units (e.g. D3D10+ GPUs
on Linux).

v2: Simplified, we probably aren't going to change MAX_COMBINED_SAMPLERS
in the future.

 dlls/wined3d/context.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 1692d0d..ff2ff4e 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1509,7 +1509,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
     /* Initialize the texture unit mapping to a 1:1 mapping */
     for (s = 0; s < MAX_COMBINED_SAMPLERS; ++s)
     {
-        if (s < gl_info->limits.fragment_samplers)
+        if (s < gl_info->limits.combined_samplers)
         {
             ret->tex_unit_map[s] = s;
             ret->rev_tex_unit_map[s] = s;
-- 
2.4.10




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