wined3d: Take the texUnitMap into account when loading shader_glsl_load_psamplers().
This commit is contained in:
parent
2256e06de3
commit
8311ff32a3
|
@ -90,8 +90,9 @@ static void shader_glsl_load_psamplers(
|
|||
snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
|
||||
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
|
||||
if (name_loc != -1) {
|
||||
TRACE("Loading %s for texture %d\n", sampler_name, i);
|
||||
GL_EXTCALL(glUniform1iARB(name_loc, i));
|
||||
int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
|
||||
TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
|
||||
GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
|
||||
checkGLcall("glUniform1iARB");
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue