wined3d: Explicitly pass the texUnitMap to shader_glsl_load_vsamplers() and shader_gl...
authorHenri Verbeet <hverbeet@codeweavers.com>
Thu, 12 Mar 2009 08:53:14 +0000 (09:53 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Thu, 12 Mar 2009 12:09:55 +0000 (13:09 +0100)
commit2219749ae97e1ef951c04cda38215a4f69b28bb9
tree777f6edbbe951302eac1c5cddd13f9739ea79d4a
parentc1b411e32180cbd0b0a8c807ca78180dc78c8e9f
wined3d: Explicitly pass the texUnitMap to shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().

The general idea here is to reduce dependencies on the entire stateblock, and
pass the real dependencies explicitly. This should make it clearer what
context a shader really needs.
dlls/wined3d/glsl_shader.c