wined3d: Bind dummy textures to all texture image units.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2016-10-03 00:38:38 +02:00 committed by Alexandre Julliard
parent a4ce86c8f7
commit 7cb16e4dbe
1 changed files with 2 additions and 2 deletions

View File

@ -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");