wined3d: Skip sampler state application for stages that aren't mapped to a texture unit.
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index b76b53b..9d608c3 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1702,6 +1702,7 @@
static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
DWORD sampler = state - STATE_SAMPLER(0);
+ DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
union {
float f;
DWORD d;
@@ -1711,12 +1712,17 @@
/* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
* only has to bind textures and set the per texture states
*/
+
+ if (mapped_stage == -1) {
+ TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
+ return;
+ }
+
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
- /* TODO: register combiners! */
if(sampler >= GL_LIMITS(sampler_stages)) {
return;
}
- GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stateblock->wineD3DDevice->texUnitMap[sampler]));
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("glActiveTextureARB");
} else if (sampler > 0) {
/* We can't do anything here */