To fix MSVC build. Trivial.
gl_texture_index target_index;
struct gl_texture_unit *texUnit;
struct gl_texture_object *texObj;
+ struct gl_sampler_object *sampler;
int unit;
if (!(prog->SamplersUsed & (1 << s)))
target_index = ffs(prog->TexturesUsed[unit]) - 1;
texObj = texUnit->CurrentTex[target_index];
- struct gl_sampler_object *sampler = texUnit->Sampler ?
+ sampler = texUnit->Sampler ?
texUnit->Sampler : &texObj->Sampler;
if (likely(texObj)) {