wined3d: Take the texUnitMap into account when loading shader_glsl_load_psamplers().

This commit is contained in:
H. Verbeet 2007-06-12 23:08:11 +02:00 committed by Alexandre Julliard
parent 2256e06de3
commit 8311ff32a3
1 changed files with 8 additions and 7 deletions

View File

@ -90,8 +90,9 @@ static void shader_glsl_load_psamplers(
snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i); snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name)); name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) { if (name_loc != -1) {
TRACE("Loading %s for texture %d\n", sampler_name, i); int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
GL_EXTCALL(glUniform1iARB(name_loc, i)); TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
checkGLcall("glUniform1iARB"); checkGLcall("glUniform1iARB");
} }
} }