Henri Verbeet : wined3d: Explcitly check the shader type in shader_glsl_get_sample_function().
Alexandre Julliard
julliard at winehq.org
Thu Oct 18 14:33:12 CDT 2012
Module: wine
Branch: master
Commit: cc0b1bb03f526ed06c27745fb8eb4704685246fd
URL: http://source.winehq.org/git/wine.git/?a=commit;h=cc0b1bb03f526ed06c27745fb8eb4704685246fd
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Oct 17 23:08:00 2012 +0200
wined3d: Explcitly check the shader type in shader_glsl_get_sample_function().
---
dlls/wined3d/glsl_shader.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a585b1d..b8218ae 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1793,7 +1793,7 @@ static void shader_glsl_get_sample_function(const struct wined3d_shader_context
{
enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
const struct wined3d_gl_info *gl_info = ctx->gl_info;
- BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
+ BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
&& (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
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