[PATCH v2 1/6] wined3d: Use non-deprecated texture sample builtins also in the fragment pipeline replacement shaders.

Matteo Bruni mbruni at codeweavers.com
Tue Oct 20 17:24:04 CDT 2015


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
v2: Avoid a bunch of conditionals.

 dlls/wined3d/glsl_shader.c | 5 +++++
 1 file changed, 5 insertions(+)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 34abe5e..4a95e44 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6477,6 +6477,9 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
             proj = TRUE;
         }
 
+        if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE)
+            proj = FALSE;
+
         switch (settings->op[stage].tex_type)
         {
             case WINED3D_GL_RES_TYPE_TEX_1D:
@@ -6537,6 +6540,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
                 coord_mask = "xyzw";
                 break;
         }
+        if (!needs_legacy_glsl_syntax(gl_info))
+            texture_function = proj ? "textureProj" : "texture";
 
         if (stage > 0
                 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
-- 
2.4.10




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