wined3d: Texture limits fixes.
GL_LIMITS(textures) is currently used for both the number of texture
stages and the maximum number of simultaneous textures. In the current
code that's the same, but in a later patch that will be separated,
since a texture stage doesn't have to reference an actual
texture. Also, shaders can access a larger number of samplers than the
number of texture units the fixed function pipeline can access.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d55b810c..9543cb2 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1003,7 +1003,7 @@
BOOL fvf;
BOOL streamSource[MAX_STREAMS];
BOOL streamFreq[MAX_STREAMS];
- BOOL textures[MAX_TEXTURES];
+ BOOL textures[MAX_SAMPLERS];
BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
BOOL viewport;
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
@@ -1092,7 +1092,7 @@
DWORD renderState[WINEHIGHEST_RENDER_STATE + 1];
/* Texture */
- IWineD3DBaseTexture *textures[MAX_TEXTURES];
+ IWineD3DBaseTexture *textures[MAX_SAMPLERS];
int textureDimensions[MAX_SAMPLERS];
/* Texture State Stage */