diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 8084cfb19d8..7fcd2b9c92a 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3611,51 +3611,41 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state if (state->textures[sampler_idx]) { - struct wined3d_texture *texture = state->textures[sampler_idx]; BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE]; const DWORD *sampler_states = state->sampler_states[sampler_idx]; + struct wined3d_texture *texture = state->textures[sampler_idx]; + struct wined3d_device *device = context->device; struct wined3d_sampler_desc desc; + struct wined3d_sampler *sampler; + struct wine_rb_entry *entry; struct gl_texture *gl_tex; unsigned int base_level; wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture); wined3d_texture_bind(texture, context, srgb); - if (!gl_info->supported[ARB_SAMPLER_OBJECTS]) + + if ((entry = wine_rb_get(&device->samplers, &desc))) { - wined3d_texture_apply_sampler_desc(texture, &desc, context); + sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry); } else { - struct wined3d_device *device = context->device; - struct wined3d_sampler *sampler; - struct wine_rb_entry *entry; - - if ((entry = wine_rb_get(&device->samplers, &desc))) + if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler))) { - sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry); + ERR("Failed to create sampler.\n"); + sampler = NULL; } else { - if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler))) - { - ERR("Failed to create sampler.\n"); - sampler = NULL; - } - else - { - if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1) - ERR("Failed to insert sampler.\n"); - } - } - - if (sampler) - { - GL_EXTCALL(glBindSampler(mapped_stage, sampler->name)); - checkGLcall("glBindSampler"); + if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1) + ERR("Failed to insert sampler.\n"); } } + if (sampler) + wined3d_sampler_bind(sampler, mapped_stage, texture, context); + if (texture->flags & WINED3D_TEXTURE_COND_NP2) base_level = 0; else if (desc.mip_filter == WINED3D_TEXF_NONE)