[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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