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>
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@ -1514,9 +1514,9 @@ static int context_choose_pixel_format(const struct wined3d_device *device, HDC
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void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
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void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
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unsigned int i;
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for (i = 0; i < count; ++i)
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for (i = 0; i < gl_info->limits.combined_samplers; ++i)
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{
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{
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GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
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GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + i));
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checkGLcall("glActiveTexture");
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checkGLcall("glActiveTexture");
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