wined3d: Use non-deprecated texture sample builtins also in the fragment pipeline replacement shaders.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2015-10-21 00:24:04 +02:00 committed by Alexandre Julliard
parent cc1b2879e4
commit 245e06d9e3
1 changed files with 5 additions and 0 deletions

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@ -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