if (ps) {
IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
- /* Make sure the shader's reg_maps are up to date. This is only relevant for 1.x pixelshaders. */
- pixelshader_update_samplers(&pshader->baseShader.reg_maps, This->stateBlock->textures,
- pshader->baseShader.hex_version);
+ /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
+ * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
pshader_sampler_tokens = pshader->baseShader.reg_maps.samplers;
}
return WINED3D_OK;
}
-void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures,
+static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures,
DWORD shader_version)
{
DWORD *samplers = reg_maps->samplers;
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
-void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures,
- DWORD shader_version);
/* sRGB correction constants */
static const float srgb_cmp = 0.0031308;