From 8ca5577ed152602ce3a08d94efb1b17595639fa6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Wed, 15 Mar 2017 12:00:08 +0100 Subject: [PATCH] wined3d: Recompute sampler count before allocating sampler range for compute shaders. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/directx.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index 23b10ba8634..53255dee01b 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -3716,7 +3716,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) /* A majority of OpenGL implementations allow us to statically partition * the set of texture bindings into six separate sets. */ gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers; - sampler_count += gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]; + sampler_count = 0; + for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) + sampler_count += gl_info->limits.samplers[i]; if (gl_info->limits.combined_samplers >= sampler_count) gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]; }