D3D9: Handle binding mismatching texture types #4513
+125
−35
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Fixes #4387
Alpha Protocol binds a cube texture to a slot which is declared as a 2d texture in the shader. Binding a mismatching texture type leads yields (0,0,0,0) (yes, alpha 0, unlike binding NULL) on native D3D9. See the table inside the issue.
I also checked that this is checked at draw time, not at the time of the SetTexture call. So binding a shader with a correct texture type afterwards results in correct rendering and the other way around as well.
Because if there's one thing the D3D9 frontend needed, it is more bit field tracking... :)