Matteo Bruni : wined3d: Update comment about sample_c_lz translation in GLSL.
Alexandre Julliard
julliard at winehq.org
Fri Jul 17 16:30:46 CDT 2020
Module: wine
Branch: master
Commit: 86459002f15b6b1fc2785a6511f6833adf334d46
URL: https://source.winehq.org/git/wine.git/?a=commit;h=86459002f15b6b1fc2785a6511f6833adf334d46
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Thu Jul 16 18:50:06 2020 +0200
wined3d: Update comment about sample_c_lz translation in GLSL.
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 7 +++----
1 file changed, 3 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 66e90b1768..a14682c95a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6053,10 +6053,9 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
-/* GLSL doesn't provide a function to sample from level zero with depth
- * comparison for array textures and cube textures. We use textureGrad*()
- * to implement sample_c_lz.
- */
+/* Unless EXT_texture_shadow_lod is available, GLSL doesn't provide a function
+ * to sample from level zero with depth comparison for array textures and cube
+ * textures. We use textureGrad*() to implement sample_c_lz in that case. */
static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction *ins,
unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function,
unsigned int coord_size, const char *coord_param, const char *ref_param)
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