wined3d: Take the texUnitMap into account when loading shader_glsl_load_psamplers().
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2256e06de3
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@ -87,13 +87,14 @@ static void shader_glsl_load_psamplers(
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for (i=0; i< GL_LIMITS(samplers); ++i) {
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if (stateBlock->textures[i] != NULL) {
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snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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if (name_loc != -1) {
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TRACE("Loading %s for texture %d\n", sampler_name, i);
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GL_EXTCALL(glUniform1iARB(name_loc, i));
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checkGLcall("glUniform1iARB");
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}
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snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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if (name_loc != -1) {
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int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
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TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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checkGLcall("glUniform1iARB");
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}
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}
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}
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}
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