From a7e2c2d70ce8cb1d537248c73f75ea21d41566f3 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 15 Apr 2009 10:06:28 +0200 Subject: [PATCH] wined3d: Don't die if a vertex shader has samplers. This fixes a regression introduced by 38239be58ca709ca107752ca7d3fee0763832725. --- dlls/wined3d/glsl_shader.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 61c5701f02c..0a9240d7447 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -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