if(SPT_VP == pAsm->currentShaderType)
{
tex_instruction_ptr->m_Word0.f.resource_id = texture_unit_source->reg + VERT_ATTRIB_MAX;
- pAsm->unVetTexBits |= 1 < texture_unit_source->reg;
+ pAsm->unVetTexBits |= 1 << texture_unit_source->reg;
}
else
{
BEGIN_BATCH_NO_AUTOSTATE(9 + 4);
R600_OUT_BATCH(CP_PACKET3(R600_IT_SET_RESOURCE, 7));
- if( (1<i) & vp->r700AsmCode.unVetTexBits )
+ if( (1<<i) & vp->r700AsmCode.unVetTexBits )
{ /* vs texture */
R600_OUT_BATCH((i + VERT_ATTRIB_MAX + SQ_FETCH_RESOURCE_VS_OFFSET) * FETCH_RESOURCE_STRIDE);
}
BEGIN_BATCH_NO_AUTOSTATE(5);
R600_OUT_BATCH(CP_PACKET3(R600_IT_SET_SAMPLER, 3));
- if( (1<i) & vp->r700AsmCode.unVetTexBits )
+ if( (1<<i) & vp->r700AsmCode.unVetTexBits )
{ /* vs texture */
R600_OUT_BATCH((i+SQ_TEX_SAMPLER_VS_OFFSET) * SAMPLER_STRIDE); //work 1
}