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swrast: Fix crash when sampling from a non-existing texture object
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1 changed files with 1 additions and 3 deletions
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@ -505,9 +505,7 @@ _swrast_update_texture_samplers(GLcontext *ctx)
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for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
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const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
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if (tObj)
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swrast->TextureSample[u] =
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_swrast_choose_texture_sample_func(ctx, tObj);
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swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
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}
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}
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