Module: wine Branch: master Commit: c808748bcf03379c27e908ff8fae8b28d931de64 URL: http://source.winehq.org/git/wine.git/?a=commit;h=c808748bcf03379c27e908ff8f...
Author: Józef Kucia jkucia@codeweavers.com Date: Wed Feb 22 13:19:28 2017 +0100
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
---
dlls/wined3d/texture.c | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 037682d..e05d96a 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -806,8 +806,6 @@ void wined3d_texture_bind(struct wined3d_texture *texture, void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) { - DWORD active_sampler; - /* We don't need a specific texture unit, but after binding the texture * the current unit is dirty. Read the unit back instead of switching to * 0, this avoids messing around with the state manager's GL states. The @@ -817,9 +815,12 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, * called from sampler() in state.c. This means we can't touch anything * other than whatever happens to be the currently active texture, or we * would risk marking already applied sampler states dirty again. */ - active_sampler = context->rev_tex_unit_map[context->active_texture]; - if (active_sampler != WINED3D_UNMAPPED_STAGE) - context_invalidate_state(context, STATE_SAMPLER(active_sampler)); + if (context->active_texture < MAX_COMBINED_SAMPLERS) + { + DWORD active_sampler = context->rev_tex_unit_map[context->active_texture]; + if (active_sampler != WINED3D_UNMAPPED_STAGE) + context_invalidate_state(context, STATE_SAMPLER(active_sampler)); + } /* FIXME: Ideally we'd only do this when touching a binding that's used by * a shader. */ context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);