[PATCH 3/5] wined3d: Don't modify the texcoord mask for "projected" cube textures in shader_glsl_tex().
Henri Verbeet
hverbeet at codeweavers.com
Fri Jun 7 03:17:53 CDT 2013
---
dlls/wined3d/glsl_shader.c | 7 +++++--
1 file changed, 5 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6afc3d8..0379729 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3515,8 +3515,11 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_3;
}
- } else {
- if (ins->flags & WINED3DSI_TEXLD_PROJECT)
+ }
+ else
+ {
+ if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
+ && ins->ctx->reg_maps->sampler_type[sampler_idx] != WINED3DSTT_CUBE)
{
/* ps 2.0 texldp instruction always divides by the fourth component. */
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
--
1.8.1.5
More information about the wine-patches
mailing list