From: Elizabeth Figura zfigura@codeweavers.com
This was probably accidentally omitted in 51e64b3fe95afb3246c8690d9ea1e7b4c38ce2b4.
In practice, this is guaranteed to work anyway, since due to the state table construction the equivalent misc handler, i.e. sampler(), is always guaranteed to be called right before the fragment pipeline handler for each stage. However, this is a subtle detail and best not to be depended on. --- dlls/wined3d/utils.c | 1 + 1 file changed, 1 insertion(+)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index d9a051065ef..05a0ab36af8 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -6811,6 +6811,7 @@ void sampler_texdim(struct wined3d_context *context, const struct wined3d_state if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP))) return;
+ wined3d_context_gl_active_texture(context_gl, context_gl->gl_info, sampler); texture_activate_dimensions(wined3d_state_get_ffp_texture(state, sampler), context_gl->gl_info); }