wined3d: Store actual GL_MAX_TEXTURE_IMAGE_UNITS in "fragment_samplers".
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3419,7 +3419,7 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
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gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
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gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, gl_max);
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gl_info->limits.fragment_samplers = gl_max;
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}
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else
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{
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@ -3323,7 +3323,7 @@ static void tex_coordindex(struct wined3d_context *context, const struct wined3d
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return;
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}
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if (mapped_stage >= gl_info->limits.fragment_samplers)
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if (mapped_stage >= min(gl_info->limits.fragment_samplers, MAX_FRAGMENT_SAMPLERS))
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{
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WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
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return;
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