wined3d: Update comment about sample_c_lz translation in GLSL.

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 2020-07-16 18:50:06 +02:00 committed by Alexandre Julliard
parent 435f7fb2f2
commit 86459002f1
1 changed files with 3 additions and 4 deletions

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@ -6053,10 +6053,9 @@ static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/* GLSL doesn't provide a function to sample from level zero with depth
* comparison for array textures and cube textures. We use textureGrad*()
* to implement sample_c_lz.
*/
/* Unless EXT_texture_shadow_lod is available, GLSL doesn't provide a function
* to sample from level zero with depth comparison for array textures and cube
* textures. We use textureGrad*() to implement sample_c_lz in that case. */
static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction *ins,
unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function,
unsigned int coord_size, const char *coord_param, const char *ref_param)