wined3d: Just enable ARB_shader_texture_lod if it's available.
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@ -3182,8 +3182,9 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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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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{
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/* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
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* However, they seem to work just fine in fragment shaders as well. */
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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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* even without the appropriate extension. */
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WARN("Using %s in fragment shader.\n", sample_function.name);
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}
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shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
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@ -3993,7 +3994,7 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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shader_addline(buffer, "#version 120\n");
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if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
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if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
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{
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shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
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}
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