wined3d: Do not use texture unit mapping for SM4+ shaders.
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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@ -631,7 +631,7 @@ static void shader_glsl_load_samplers(const struct wined3d_context *context,
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unsigned int base, count;
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wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, version->type, &base, &count);
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tex_unit_map = version->type == WINED3D_SHADER_TYPE_COMPUTE ? NULL : context->tex_unit_map;
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tex_unit_map = version->major >= 4 ? NULL : context->tex_unit_map;
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shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map);
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}
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