wined3d: Bind correct number of samplers for GLSL shaders.
We are only checking against GL_MAX_TEXTURES when binding samplers, when we should be checking against the maximum number of samplers that the card supports. Spotted by H. Verbeet.
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@ -60,7 +60,7 @@ void shader_glsl_load_psamplers(
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int i;
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char sampler_name[20];
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for (i=0; i< GL_LIMITS(textures); ++i) {
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for (i=0; i< GL_LIMITS(samplers); ++i) {
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if (stateBlock->textures[i] != NULL) {
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snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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