[PATCH 5/5] wined3d: Recompute sampler count before allocating sampler range for compute shaders.

Józef Kucia jkucia at codeweavers.com
Wed Mar 15 06:00:08 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---

The "if" block above modifies sampler limits.

---
 dlls/wined3d/directx.c | 4 +++-
 1 file changed, 3 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 23b10ba..53255de 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3716,7 +3716,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
     /* A majority of OpenGL implementations allow us to statically partition
      * the set of texture bindings into six separate sets. */
     gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
-    sampler_count += gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
+    sampler_count = 0;
+    for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
+        sampler_count += gl_info->limits.samplers[i];
     if (gl_info->limits.combined_samplers >= sampler_count)
         gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
 }
-- 
2.10.2




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