wined3d: Add empty sampler entries to the state table.
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index a7772f5..8aeafb8 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -2127,4 +2127,21 @@
{ /*7, 30, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
{ /*7, 31, undefined */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
{ /*7, 32, WINED3DTSS_CONSTANT */ 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl },
+ /* Sampler states */
+ { /* 0, Sampler 0 */ STATE_SAMPLER(0), state_undefined },
+ { /* 1, Sampler 1 */ STATE_SAMPLER(1), state_undefined },
+ { /* 2, Sampler 2 */ STATE_SAMPLER(2), state_undefined },
+ { /* 3, Sampler 3 */ STATE_SAMPLER(3), state_undefined },
+ { /* 4, Sampler 3 */ STATE_SAMPLER(4), state_undefined },
+ { /* 5, Sampler 5 */ STATE_SAMPLER(5), state_undefined },
+ { /* 6, Sampler 6 */ STATE_SAMPLER(6), state_undefined },
+ { /* 7, Sampler 7 */ STATE_SAMPLER(7), state_undefined },
+ { /* 8, Sampler 8 */ STATE_SAMPLER(8), state_undefined },
+ { /* 9, Sampler 9 */ STATE_SAMPLER(9), state_undefined },
+ { /*10, Sampler 10 */ STATE_SAMPLER(10), state_undefined },
+ { /*11, Sampler 11 */ STATE_SAMPLER(11), state_undefined },
+ { /*12, Sampler 12 */ STATE_SAMPLER(12), state_undefined },
+ { /*13, Sampler 13 */ STATE_SAMPLER(13), state_undefined },
+ { /*14, Sampler 14 */ STATE_SAMPLER(14), state_undefined },
+ { /*15, Sampler 15 */ STATE_SAMPLER(15), state_undefined },
};
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6c75706..95bdbde 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -416,7 +416,11 @@
#define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
#define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
-#define STATE_HIGHEST (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
+/* + 1 because samplers start with 0 */
+#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
+#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
+
+#define STATE_HIGHEST (STATE_SAMPLER(MAX_SAMPLERS - 1))
struct StateEntry
{