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>
This commit is contained in:
Józef Kucia 2017-03-14 13:15:56 +01:00 committed by Alexandre Julliard
parent 9d3b2958ca
commit ea6c61a534
1 changed files with 1 additions and 1 deletions

View File

@ -631,7 +631,7 @@ static void shader_glsl_load_samplers(const struct wined3d_context *context,
unsigned int base, count;
wined3d_gl_limits_get_texture_unit_range(&gl_info->limits, version->type, &base, &count);
tex_unit_map = version->type == WINED3D_SHADER_TYPE_COMPUTE ? NULL : context->tex_unit_map;
tex_unit_map = version->major >= 4 ? NULL : context->tex_unit_map;
shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map);
}