wined3d: Always use correct sampler bind index for ld_raw and ld_structured.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-02-24 12:27:41 +01:00 committed by Alexandre Julliard
parent dae8785bea
commit adedebf47a
1 changed files with 4 additions and 2 deletions

View File

@ -5072,8 +5072,8 @@ static void shader_glsl_ld_buffer(const struct wined3d_shader_instruction *ins)
{
const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
const struct wined3d_shader_src_param *src = &ins->src[ins->src_count - 1];
unsigned int i, swizzle, resource_idx, bind_idx, stride, src_idx = 0;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
unsigned int i, swizzle, resource_idx, stride, src_idx = 0;
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param structure_idx, offset;
@ -5090,6 +5090,7 @@ static void shader_glsl_ld_buffer(const struct wined3d_shader_instruction *ins)
return;
}
stride = reg_maps->resource_info[resource_idx].stride;
bind_idx = shader_glsl_find_sampler(&reg_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT);
function = "texelFetch";
resource = "sampler";
}
@ -5101,6 +5102,7 @@ static void shader_glsl_ld_buffer(const struct wined3d_shader_instruction *ins)
return;
}
stride = reg_maps->uav_resource_info[resource_idx].stride;
bind_idx = resource_idx;
function = "imageLoad";
resource = "image";
}
@ -5123,7 +5125,7 @@ static void shader_glsl_ld_buffer(const struct wined3d_shader_instruction *ins)
swizzle = shader_glsl_swizzle_get_component(src->swizzle, i);
shader_addline(buffer, "%s(%s_%s%u, %s + %u).x);\n",
function, prefix, resource, src->reg.idx[0].offset, address->buffer, swizzle);
function, prefix, resource, bind_idx, address->buffer, swizzle);
}
string_buffer_release(priv->string_buffers, address);