[PATCH 3/7] wined3d: Bind dummy textures to all texture image units.
Józef Kucia
jkucia at codeweavers.com
Sun Oct 2 17:38:38 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/context.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index a362247..e09c6fd 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1514,9 +1514,9 @@ static int context_choose_pixel_format(const struct wined3d_device *device, HDC
void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
- unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
+ unsigned int i;
- for (i = 0; i < count; ++i)
+ for (i = 0; i < gl_info->limits.combined_samplers; ++i)
{
GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
checkGLcall("glActiveTexture");
--
2.7.3
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