[PATCH 3/5] wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives.
Henri Verbeet
hverbeet at codeweavers.com
Sun Jan 24 14:16:12 CST 2010
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";
}
--
1.6.4.4
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