From c808748bcf03379c27e908ff8fae8b28d931de64 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?J=C3=B3zef=20Kucia?= <jkucia@codeweavers.com>
Date: Wed, 22 Feb 2017 13:19:28 +0100
Subject: [PATCH] wined3d: Do not read rev_tex_unit_mapping for texture units
 >= MAX_COMBINED_SAMPLERS.
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Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
---
 dlls/wined3d/texture.c | 11 ++++++-----
 1 file changed, 6 insertions(+), 5 deletions(-)

diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 037682d48c1..e05d96a7f8e 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -806,8 +806,6 @@ void wined3d_texture_bind(struct wined3d_texture *texture,
 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
         struct wined3d_context *context, BOOL srgb)
 {
-    DWORD active_sampler;
-
     /* We don't need a specific texture unit, but after binding the texture
      * the current unit is dirty. Read the unit back instead of switching to
      * 0, this avoids messing around with the state manager's GL states. The
@@ -817,9 +815,12 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
      * called from sampler() in state.c. This means we can't touch anything
      * other than whatever happens to be the currently active texture, or we
      * would risk marking already applied sampler states dirty again. */
-    active_sampler = context->rev_tex_unit_map[context->active_texture];
-    if (active_sampler != WINED3D_UNMAPPED_STAGE)
-        context_invalidate_state(context, STATE_SAMPLER(active_sampler));
+    if (context->active_texture < MAX_COMBINED_SAMPLERS)
+    {
+        DWORD active_sampler = context->rev_tex_unit_map[context->active_texture];
+        if (active_sampler != WINED3D_UNMAPPED_STAGE)
+            context_invalidate_state(context, STATE_SAMPLER(active_sampler));
+    }
     /* FIXME: Ideally we'd only do this when touching a binding that's used by
      * a shader. */
     context_invalidate_state(context, STATE_SHADER_RESOURCE_BINDING);
-- 
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