wined3d: Don't die if a vertex shader has samplers.
This fixes a regression introduced by 38239be58c
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@ -825,7 +825,8 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
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shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
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shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
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}
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}
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if(ps_args->np2_fixup & (1 << i)) {
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if (pshader && ps_args->np2_fixup & (1 << i))
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{
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/* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
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/* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
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* while D3D has them in the (normalized) [0,1]x[0,1] range.
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* while D3D has them in the (normalized) [0,1]x[0,1] range.
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* samplerNP2Fixup stores texture dimensions and is updated through
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* samplerNP2Fixup stores texture dimensions and is updated through
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