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