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