wined3d: Don't die if a vertex shader has samplers.

This fixes a regression introduced by 38239be58c.
This commit is contained in:
Henri Verbeet 2009-04-15 10:06:28 +02:00 committed by Alexandre Julliard
parent 4aec827b1e
commit a7e2c2d70c
1 changed files with 2 additions and 1 deletions

View File

@ -825,7 +825,8 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
}
if(ps_args->np2_fixup & (1 << i)) {
if (pshader && ps_args->np2_fixup & (1 << i))
{
/* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
* while D3D has them in the (normalized) [0,1]x[0,1] range.
* samplerNP2Fixup stores texture dimensions and is updated through