wined3d: Explicitly check the shader type in shader_glsl_texldl().
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@ -3491,7 +3491,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
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if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
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if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
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&& shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
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&& ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
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{
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{
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/* Plain GLSL only supports Lod sampling functions in vertex shaders.
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/* Plain GLSL only supports Lod sampling functions in vertex shaders.
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* However, the NVIDIA drivers allow them in fragment shaders as well,
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* However, the NVIDIA drivers allow them in fragment shaders as well,
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