Henri Verbeet : wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives .

Alexandre Julliard julliard at winehq.org
Mon Jan 25 11:21:07 CST 2010


Module: wine
Branch: master
Commit: c78cce88450afa4dc1644917d4f738568ce66e36
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=c78cce88450afa4dc1644917d4f738568ce66e36

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Sun Jan 24 21:16:12 2010 +0100

wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives.

Also kill the obsolete comment.

---

 dlls/wined3d/glsl_shader.c |    5 +----
 1 files changed, 1 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index ae35418..87a0341 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1576,10 +1576,7 @@ static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, gls
                 if(lod) {
                     sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
                 } else  if(grad) {
-                    /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
-                    * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
-                     */
-                    sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
+                    sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
                 } else {
                     sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
                 }




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