wined3d: Recompute sampler count before allocating sampler range for compute shaders.
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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@ -3716,7 +3716,9 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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/* A majority of OpenGL implementations allow us to statically partition
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/* A majority of OpenGL implementations allow us to statically partition
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* the set of texture bindings into six separate sets. */
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* the set of texture bindings into six separate sets. */
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gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
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gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
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sampler_count += gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
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sampler_count = 0;
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for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
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sampler_count += gl_info->limits.samplers[i];
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if (gl_info->limits.combined_samplers >= sampler_count)
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if (gl_info->limits.combined_samplers >= sampler_count)
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gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
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gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
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}
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}
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