wined3d: Also invalidate STATE_SHADER_RESOURCE_BINDING in wined3d_texture_bind_and_dirtify().
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@ -273,6 +273,9 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
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active_sampler = context->rev_tex_unit_map[context->active_texture];
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active_sampler = context->rev_tex_unit_map[context->active_texture];
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if (active_sampler != WINED3D_UNMAPPED_STAGE)
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if (active_sampler != WINED3D_UNMAPPED_STAGE)
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context_invalidate_state(context, STATE_SAMPLER(active_sampler));
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context_invalidate_state(context, STATE_SAMPLER(active_sampler));
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/* FIXME: Ideally we'd only do this when touching a binding that's used by
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* a shader. */
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context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
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wined3d_texture_bind(texture, context, srgb);
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wined3d_texture_bind(texture, context, srgb);
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}
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}
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