wined3d: Do not read rev_tex_unit_mapping for texture units >= MAX_COMBINED_SAMPLERS.
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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@ -806,8 +806,6 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
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void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb)
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{
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DWORD active_sampler;
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/* We don't need a specific texture unit, but after binding the texture
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* the current unit is dirty. Read the unit back instead of switching to
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* 0, this avoids messing around with the state manager's GL states. The
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@ -817,9 +815,12 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
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* called from sampler() in state.c. This means we can't touch anything
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* other than whatever happens to be the currently active texture, or we
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* would risk marking already applied sampler states dirty again. */
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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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context_invalidate_state(context, STATE_SAMPLER(active_sampler));
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if (context->active_texture < MAX_COMBINED_SAMPLERS)
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{
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DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
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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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}
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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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