wined3d: Explicitly check the shader type in shader_glsl_texldl().

This commit is contained in:
Henri Verbeet 2012-10-15 22:26:17 +02:00 committed by Alexandre Julliard
parent 968a1e9b72
commit 82a44af259
1 changed files with 1 additions and 1 deletions

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