wined3d: Cleanup shader_glsl_load_psamplers().

This commit is contained in:
H. Verbeet 2007-07-01 23:41:57 +02:00 committed by Alexandre Julliard
parent 6421d45f53
commit 973496d5e4

View file

@ -85,15 +85,17 @@ static void shader_glsl_load_psamplers(
int i;
char sampler_name[20];
for (i=0; i< GL_LIMITS(fragment_samplers); ++i) {
if (stateBlock->textures[i] != NULL) {
snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
checkGLcall("glUniform1iARB");
} else {
ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
}
}
}