wined3d: Do not pass LOD to texelFetch() for buffer resources.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4956,10 +4956,12 @@ static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
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/* FIXME: The current implementation does not handle multisample textures correctly. */
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static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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{
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const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
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unsigned int resource_idx, sampler_idx, sampler_bind_idx;
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struct glsl_src_param coord_param, lod_param;
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struct glsl_sample_function sample_function;
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DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
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BOOL has_lod_param;
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if (wined3d_shader_instruction_has_texel_offset(ins))
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flags |= WINED3D_GLSL_SAMPLE_OFFSET;
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@ -4967,12 +4969,20 @@ static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
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resource_idx = ins->src[1].reg.idx[0].offset;
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sampler_idx = WINED3D_SAMPLER_DEFAULT;
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if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
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{
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ERR("Invalid resource index %u.\n", resource_idx);
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return;
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}
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has_lod_param = reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_BUFFER;
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shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
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shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
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sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
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sampler_bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, sampler_idx);
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shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
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NULL, NULL, lod_param.param_str, &ins->texel_offset, "%s", coord_param.param_str);
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NULL, NULL, has_lod_param ? lod_param.param_str : NULL, &ins->texel_offset,
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"%s", coord_param.param_str);
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shader_glsl_release_sample_function(ins->ctx, &sample_function);
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}
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